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  • The Watcher's Pool

    Publisher: Dungeon Masters Guild Mystery abounds in the fantastical Feywild where evil things lurk, strange things are at work, and what’s real -- may be -- quite absurd. The locals believe the secrets of Prismeer can only be pierced by a fabled antlered serpent, known as the Watcher. Unfortunately, much has changed since the Hourglass Coven took over. While the Watcher still resides in its cave, they now find themself alone, tormented by the coven’s minions. Will the heroes find guidance from this curious creature, or be forever stuck in the swampy mire? A Wild Beyond the Witchlight Adventure - What's this all About? Chapter 2: Hither is the first portion of Prismeer described in The Wild Beyond the Witchlight. Each of the locations presented in this chapter can be explored rather quickly, outside of the village of Downfall. This mini-adventure aims to add a new location, the Watcher’s Pool, to the northeast corner of Hither and integrate it seamlessly into the flow of the chapter. At this location, characters can engage in some tactical combat (or find clever ways to avoid it) and have some questions answered to get them on the right track. The map of Hither depicts a tiny island with a hut built on it in the northeast corner of the subdomain. While there is no mention of this area (nor the antlered serpent) in The Wild Beyond the Witchlight, this adventure creates a whimsical location and story so that characters may engage more deeply with Hither. As always, it is up to you how much of the content you want to use. It’s perfectly fine to use some parts of this supplement while discarding others, or simply let the ideas presented here inspire new ideas of your own. This supplement assumes a party of 4-6 characters of 2nd to 4th level. This Adventure Includes: A New Location in Hither. Explore the Watcher's Pool and the magical creatures within.  Color VTT-Ready Maps. Fight or content with the forces of evil and good on a beautiful hand-drawn landscape. A New NPC. Meet or fight the Watcher, a prophetic antlered serpent. Adventure Summary The party can head to the Watcher’s Pool immediately after Slanty Tower with Sir Talavar in tow or at any point during their time in Hither. Along the way, they may encounter some harengon brigands or a friendly bullywug with helpful information. When they reach the pool, the characters will find it guarded by screaming devilkin who they must fight or scare off. After the devilkin have been dealt with, the party can speak with the Watcher (a cerastes) to have three questions answered. The Watcher mainly speaks in rhymes so the answers are cryptic. Once the Watcher shares their wisdom, they attempt to have one of the characters stay with them forever, resulting in a confrontation. After the conflict is resolved, the party is likely to head to Telemy Hill to find the key to rescue Sir Talavar or head to Downfall to confront Bavlorna. Previews: Want to Get in Touch? Twitter @FrictionlessDan Wild Beyond the Witchlight Supplemental Adventures Check out my other content for The Wild Beyond the Witchlight.   Curse of Strahd Adventures Check out my other content for Curse of Strahd. Rime of the Frostmaiden Adventures Check out my content for Icewind Dale: Rime of the Frostmaiden.     Tomb of Annihilation Complete DM's Bundle Check out my other content for Tomb of Annihilation in a complete bundle. Out of the Abyss - Mind Flayer Adventure Check out my other content for Out of the Abyss. Candlekeep Mysteries Supplemental Adventure Check out my other content for Candlekeep Mysteries.

  • Procan's Promenade

    Publisher: Dungeon Masters Guild A celebration of the dead turns into a night of fright in Saltmarsh A celebration is suddenly halted as mysterious man is murdered in plain view. The night is young and the merrymakers of Saltmarsh are enjoying their annual celebration. People from all over come dressed in costume to perform the annual march of the dead, from the sea to Procan's Temple. This traditional way to honor those lost at sea has become a yearly staple of the town. Suddenly, an unexpected intrusion turns the night dour. This adventure makes for a great halloween or masquerade session. The characters are enjoying a festival in Saltmarsh when danger suddenly arrives. This is presented as APL 3, but plays well at any level of Tier 1. Occurring in the town of Saltmarsh, introduced in Ghosts of Saltmarsh, this is easily adjusted to fit into any port city. This is a 4-hour adventure. Inside you'll find: Maps: Maps of the Snapping Line inn, crabber's cove, and  lost catacomb. Includes new creatures and new magic items. Contains a new Promenade Trinkets table for fun trinkets to hand out during the parade. This adventure helps build upon the fantastic area Ghosts of Saltmarsh has created and strengthens a campaign using that book, though it can be run as a one-shot as well.          Interested in Saltmarsh? Try Tendrils of Saltmarsh Tendrils of Saltmarsh is a trilogy of adventures design to help fill in the level gaps left in the Ghosts of Saltmarsh books.  They can be run individually or together. You need not utilize the entire trilogy for the adventure's premises to unfold. Part 1: Sigurd's Island. This first adventure is APL 6 designed to be run before chapter 6. Part 2: The Serpentine Path. The second adventure is APL 8 designed to be run before chapter 7. Part 3: Pinnacle of Power. This final adventure of the trilogy is APL 10 and designed to be run before chapter 8.   About the Author Chris Valentine lives in the Sonoran Desert, in Phoenix, Arizona. He has been involved with the hobby for over thirty years.  In 2019, he decided to start writing content for his favorite game, and ended up with several bestsellers. He is also a graduate of the RPG Writer Workshop course. Other Notable Works Lost in Shadow Bestselling Starter Campaign in the Shadowfell Knightmares Death knights for your adventures or domains of dread. Hidden Cove Explore tunnels that lead from the Moonsea to an ancient glacier.

  • Wyrms of the Realms: Mythic Encounters

    Publisher: Dungeon Masters Guild Launch Week Promotion (11.95 for the PDF): https://www.dmsguild.com/browse.php?discount=9ce524c843 (valid until 10/26) 33 Dragons of Myth and Legend! Awaken these ancient beings and watch the panic and chaos ensue as they fly over your campaign! These dragonseach appeared in the articles "Wyrms of the North" or "Wyrms of the Realms" from Dragon Magazine and are making their fifth edition appearances in this hefty tome! 29 Dragons from Dragon Magazine: metallic, chromatic, and gem dragons! Mythic statistics for Bahamut and Tiamat: the dragon gods have come to your campaign and only the worthiest of characters can test their mettle. A never-before seen dragon created by the sage Ed Greenwood: The Ghost Wyrm Orothdroun. This original dragon was created for the magazine, but has never been seen until now! Rewards galore! Mythic magic items, spells, and boons as rewards for heroes and villains with the skill and bravery to face mythic encounters!

  • The Court and The Conclave

    Publisher: Dungeon Masters Guild Created by best selling writers, The Court and amp; the Conclave is an in-depth exploration of the wars between the Court of Stars and the Abyss. Containing 50 new to 5e creatures, many inspired by previous editions, detailed NPCs and a huge wealth of new and expanded lore and locations, this supplement has everything Dungeon Masters need to run Abyssal and Celestial campaigns. A brief history of the Dawn War, including a detailed description of the eternal enmity between the Court of Stars and the Queen's Conclave as well as the Court's point of view and the Conclave's. An exhaustive look at the Court of Stars, its structures and its goals. Details on the Court's leaders; Morwel, Gwynharwyf and Faerinaal. Details on how to flavor a player character with ties to the Court. More information on the Queen's Conclave than any mortal mind should know. Profiles of the Conclave's leaders; The Queen of Chaos, Pazuzu and Pale Night. Inspiration for using the Conclave as a malign source of power for player characters. Location guides for two distinct locations on the plane of Arborea: Tir Naofa and Mithardir. Location guides for three distinct locations in the Abyss: Pazunia, Androlynne and the Steaming Fen. 50 new to 5e creatures, including: •  10 fey-like celestials of the Court of Stars •  Legendary stat blocks for Ascodel, Morwel, Gwynharwyf and Faerinaal •  14 demons, both ancient and new, to make your Abyssal delvings truly terrifying •  5 legendary stat blocks and demonic boons for the demon lords; Dagon, Obox-ob, Pale Night, Pazuzu and The Queen of Chaos •  The all new Abyss Spawn, short lived demonic mutants of terrible destructive potential •  A variety of Blight Born Elementals, true elementals corrupted by Abyssal power •  3 new types of dragon: the arboreal, chole and stygian And more!

  • The Treasure of Captain Darkmoon

    Publisher: Dungeon Masters GuildAn isle shrouded in mist serves as the final resting place and vault for the legendary Captain Darkmoon. The characters must brave the isles depths for a chance at retrieving her legendary artifact, rumoured to control the very ocean itself.   The Treasure of Captain Darkmoon is a 3-5 hour adventure for 3rd - 5th level characters   This adventure is designed to work as both a one shot, or to fit into a larger campaign as a side quest. It can easily work into the Ghosts of Saltmarsh campaign as a way to break up travel or a fun side quest. The Treasure of Captain Darkmoon, also takes inspiration from Barovia and the domains of dread with Darkmoon as it’s dark lord. Therefore, could also be worked into a Ravenloft campaign as a miniature domain of dread.   Included with the adventure is: Two custom made maps with both player and DM versions Printable handouts for players which the characters can find along the adventure

  • Curse of Strahd Companion 2: The Lands of Barovia

    Publisher: Dungeon Masters Guild The Curse of Strahd Companion is your comprehensive guide to running 5th Edition's greatest and grimmest campaign. The Companion divces through every chapter of Curse of Strahd and incorporates Wyatt Trull's mithral-bestselling module, The Wedding at Ravenloft as the campaign's climax. This supplement includes: Dramatis Personae. A handy guide detailing all characters featured in this chapter of the campaign, with advice and variants. Areas of Barovia. An in-depth guide to the areas described in Chapter 2 of Curse of Strahd, with new narrator text, variants, and encounters. The adventurers face an encounter with werewolves at Tser Falls, "wolfsbane tests" among the Vistani, a rusalka at Lake Zarovich and more. The Journey to Vallaki. A detailed sample plot that allows you to guide your adventurers from the Village of Barovia to Vallaki with ease while foreshadowing major elements of the campaign. In the Mansion of Madness. A new and thrilling storyline available to 7th-level or higher adventurers in which they may restore the Mad Mage's sanity by slaying the sorrowsworn that infest his extradimensional mansion! Random Encounters Revised. In a campaign as narrative as Curse of Strahd, no encounter should be random. The Companion provides advice on which encounters are worth running and when, combines several into more gratifying experiences, and provides all new encounters to flesh out the Barovian wilderness. DM Notes. Notes including but not limited to spicing up the region with valuable roleplay with select NPCs. Magic Item Descriptions. Save yourself the time of digging through the Dungeon Master's Guide to determine how the magic items in this chapter work. Monster Stats. Time is precious, and matters all the more in combat. Appendix B has the statistics for the NPCs used in this chapter! Maps. All new maps by CzRPG, featuring the River Ivlis Crossroads, the Svalich Road, and even the mansion of the Mad Mage of Mount Baratok! Publishing Schedule It is no secret that Curse of Strahd's chapters are organized counterintuitively. The Companion will be publishing chapters with a more narrative focus in mind: Order Chapter 1 1: Into the Mists 2 Death House Prologue 3 2: The Lands of Barovia 4 3: The Village of Barovia 5 6: Old Bonegrinder 6 5: The Town of Vallaki 7 7: Argynvostholt 8 9: Van Richten's Tower 9 8: The Village of Krezk 10 12: The Wizard of Wines 11 14: Yester Hill 12 15: The Werewolf Den 13 10: The Ruins of Berez 14 9: Tsolenka Pass 15 13: The Amber Temple 16 4: Castle Ravenloft Patreon: https://www.patreon.com/wyatttrull Website: https://wyatttrull.com/ Discord: https://discord.gg/FF3fKr7V4f Twitter: https://twitter.com/Wyatt_Trull Instagram: https://www.instagram.com/wyatttrullpresents/ Facebook: https://www.facebook.com/wtrullpresents Ko-Fi: https://ko-fi.com/wyatttrull Email: wyatt@wyatttrull.com

  • RMH-03 The Amber Dirge

    Publisher: D and D Adventurers League Your benefactor, Alanik Ray, has dispatched you to Har’Akir to investigate rumors of the White Oasis. Residents of the nearby River’s Shelter are all dying and seek to cleanse themselves in the oasis’s waters as hauntingly beautiful reed pipe music accompanies their passing. Something isn’t quite right, however. Are there more nefarious deeds afoot?  The forth in the Ravenloft: Mist Hunters series of adventures.   An adventure for 4th-level characters.  CONTENT WARNING:  Terminal illness, self-harm (suicide), grief, depression, abduction, murder,thoughts of dying, denial of the peace of deathReference the Mist Hunters’ Safety Kit article and Van Richten’s Guide to Ravenloft for tips and tools on running a safe and fun game.

  • Night of the Living Dead

    Publisher: Dungeon Masters GuildThis module was inspired by the 1968 cult classic film of the same title, Night of the Living Dead. Have you ever had one of those days? You're short on coin, so you take an easy job. Escort the young heirs to visit the grave of their late grandmother, return them home before dark, collect your payment, and drink at the local tavern until you're short on coin again. Easy, right? That was the plan until they came along. Zombies, undead, ghouls, whatever you want to call them. They came from nowhere, and then they were everywhere. Your party escapes and seeks shelter in an old inn where you face hordes of undead. Will you survive the night? A deadly level-4 adventure for Dungeons and Dragons 5th Edition.What you get: A 16-page PDF that includes a standalone one-shot that can be dropped into any adventure Special Rules for Fortifying and Defending a Structure Custom Artwork Digital Maps A New Magic Item - The Scepter of Righteous Might 2 New Monsters: Decayed Draugrm and the disgusting Graugr Glutton Monster and Building Status Tokens Our unending gratitude. Thank you!

  • Curse of Strahd Companion: Death House

    Publisher: Dungeon Masters Guild The Curse of Strahd Companion is your comprehensive guide to running 5th Edition's greatest and grimmest campaign. The Companion divces through every chapter of Curse of Strahd and incorporates Wyatt Trull's mithral-bestselling module, The Wedding at Ravenloft as the campaign's climax.This supplement includes: On the Shadow's Shoulder. A new and visceral opening to Curse of Strahd that gets your adventurers from their homeworld to the land of Barovia under the premise of a (nonlethal) werewolf attack led by Kiril Stoyanovich. As the campsite runs red, a cold mist flows in to snatch up the adventurers and deliver them to the gates of Barovia. Death House Script. Wyatt Trull's bestselling Death House Script has been updated, tailored to the Companion's changes, and incorporated into this product. Describe Death House in lurid, horrifying detail. Escaping Death House. Wyatt Trull's bestselling Escaping Death House has also been incorporated into the Companion, giving your adventurers are a thrilling and deadly escape from the haunted manor. DM Notes. Notes including but not limited to spicing up the region with valuable roleplay with select NPCs. Magic Item Descriptions. Save yourself the time of digging through the Dungeon Master's Guide to determine how the magic items in this chapter work. Monster Stats. Time is precious, and matters all the more in combat. Appendix B has the statistics for the NPCs used in this chapter! Maps. An all new map by CzRPG for the On the Shadow's Shoulder opening, featuring a caravan resting in the woods at night. With 4k resolution and multiple versions, you can personalize your own opening to Curse of Strahd or utilize these maps for later on in the Svalich Woods. Publishing Schedule It is no secret that Curse of Strahd's chapters are organized counterintuitively. The Companion will be publishing chapters with a more narrative focus in mind: Order Chapter 1 1: Into the Mists 2 Death House Prologue 3 2: The Lands of Barovia 4 3: The Village of Barovia 5 6: Old Bonegrinder 6 5: The Town of Vallaki 7 7: Argynvostholt 8 9: Van Richten's Tower 9 8: The Village of Krezk 10 12: The Wizard of Wines 11 14: Yester Hill 12 15: The Werewolf Den 13 10: The Ruins of Berez 14 9: Tsolenka Pass 15 13: The Amber Temple 16 4: Castle Ravenloft Patreon: https://www.patreon.com/wyatttrull Website: https://wyatttrull.com/ Discord: https://discord.gg/FF3fKr7V4f Twitter: https://twitter.com/Wyatt_Trull Instagram: https://www.instagram.com/wyatttrullpresents/ Facebook: https://www.facebook.com/wtrullpresents Ko-Fi: https://ko-fi.com/wyatttrull Email: wyatt@wyatttrull.com

  • Inside Slanty Tower

    Publisher: Dungeon Masters Guild One never quite knows what to expect when they enter the Feywild. When a hot air balloon flies across the sky and crashes into a tower tipping in the swampy ground, even the most epic heroes may wonder, “What in the world is going on?” In order to get to the bottom of it all, the heroes must first reach the top of Slanty Tower and save a faerie dragon knight with vital information about Prismeer. Will the heroes find a way to save him or lose themselves in the swamp? A Wild Beyond the Witchlight Adventure - What's this all About? Chapter 2: Hither is the first portion of Prismeer described in The Wild Beyond the Witchlight. Each of the locations presented in this chapter can be explored quickly, outside of the village of Downfall. This is because the book tends to favor non-combat resolutions to encounters and these locations do not have maps to explore. This mini-adventure aims to revise the Slanty Tower location in order to create a small “dungeon” experience where characters can engage in some tactical combat (or find clever ways to avoid it).  The book describes Slanty Tower as a leaning tower that is 50 feet tall and 20 feet in diameter and contains nothing but a spiraling set of stairs. This adventure creates a whimsical interior and story for the tower so the characters may engage more deeply with the location. This supplement presents the events that occur in Slanty Tower as an alternative to those detailed in The Wild Beyond the Witchlight. As always, it is up to you how much of the content you want to use. It’s perfectly fine to use some parts of this supplement while discarding others, or simply let the ideas presented here inspire new ideas of your own. This supplement assumes a party of 4-6 characters of 2nd level and presents scaling options for parties up to 4th level. This Adventure Includes: Expanded Adventure in Hither. Take Slanty Tower from a quick hello, to a fully fleshed out, memorable location. Color VTT-Ready Interior Maps. Explore the interior of the four floors of Slanty Tower. A New NPC. Meet or fight Elmer, the cursed hobgoblin turned ettercap. Adventure Summary The party arrives at Slanty Tower after seeing a balloon crash. When Sir Talavar calls down to the party, he is snatched up by Elmer the ettercap, and brought into Slanty Tower. On the first floor of the tower, the party encounters a trap set by Elmer to deal with thieving harengons. On the second floor, the party encounters Elmer’s dog, Wover. On the third floor, the party finds important information pertaining to Elmer’s history and the o'-wells. On the fourth floor, the party encounters Elmer and must reason or fight with him to rescue Sir Talavar.   Previews: Want to Get in Touch? Twitter @FrictionlessDan Wild Beyond the Witchlight Supplemental Adventures Check out my other content for The Wild Beyond the Witchlight.   Curse of Strahd Adventures Check out my other content for Curse of Strahd. Rime of the Frostmaiden Adventures Check out my content for Icewind Dale: Rime of the Frostmaiden.     Tomb of Annihilation Complete DM's Bundle Check out my other content for Tomb of Annihilation in a complete bundle. Out of the Abyss - Mind Flayer Adventure Check out my other content for Out of the Abyss. Candlekeep Mysteries Supplemental Adventure Check out my other content for Candlekeep Mysteries.