Hottest stuff at DM’s Guild

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  • Bloodied and Bruised – Dragons of Stormwreck Isle

    Publisher: Dungeon Masters GuildNew Combat Actions for the Creatures in Dragons of Stormwreck Isle The bugbear chief nurses a gushing wound in her side before issuing an order of retreat to her allies. A bright light forms around the angel’s dying body, blinding everyone near it as it passes on from the world of the living. With blood streaming down its torso, an enraged hill giant slams its fists into the ground and causes the earth around it to quake.  Bloodied and amp; Bruised is a series providing new combat actions for the creatures in the 5e roster. When pushed to their limits in combat, these monsters, critters, fiends, and foes gain new abilities that aid them in battle, or perhaps spell their doom depending on the circumstances. Bloodied and amp; Bruised takes inspiration from the "bloodied" condition from 4e, making entirely new combat actions that can completely change the nature of a fight. In addition, Bloodied and amp; Bruised also introduces several "death throes" to the game, marking the demise of certain creatures with a grand explosion, heavy fall, or other unique effect to make the slaying of a great monster a truly unique experience. Examples of Bloodied Actions RunaraWhen bloodied at 106 HP, the Runara has the following features. Ability Recharge: Breath Weapon. When first bloodied, the dragon’s Breath Weapon ability is recharged. Ability Recharge: Legendary Actions. When first bloodied, the dragon regains all expended uses of its legendary actions. New Ability: Fling. While bloodied, the dragon can replace one of its Claw attacks with a Fling attack, but only if it just successfully hit a Medium or smaller creature with a Bite attack on the same turn. Then, the creature the dragon just bit is thrown up to 30 feet in a direction of the dragon’s choice, landing prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone. New Ability: Wing of the Waves. While bloodied, if the dragon is damaged by a melee attack while on the ground and the attacker is within 10 feet of it, the bronze dragon can use its reaction to knock the creature back with its wing. The attacking creature must succeed on a DC 19 Dexterity saving throw or be thrown back 20 feet and knocked prone. If a thrown creature strikes a solid surface, the creature takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone. Trigger Ability: Cornered. When first bloodied, the dragon can use its reaction to make a Claw attack against a creature within range. If you enjoyed this product, check out more of my work below. Follow me on Twitter for updates on upcoming projects @AnneofManyNames Check out the rest of the Bloodied and amp; Bruised series  Pick up a bundle of the main volumes HERE for a discount!        ... or check out the bundle HERE for 50% off ALL released Bloodied and amp; Bruised titles!                                NOW AVAILABLE FOR FANTASY GROUNDS! Check Out More of Our Other Releases Below!      

  • Monster Loot – Dragons of Stormwreck Isle

    Publisher: Dungeon Masters GuildI want to loot the dragons on the isle! When brave adventurers face the dangers of the world, they want something to show for it. This supplement provides individual loot for each monster in the Dragons of Stormwreck Isle, as well as a basic crafting and harvesting system that works well with 5th Edition Dungeons and amp; Dragons.  With this supplement, these brave adventurers will be able to craft the hide, teeth, and claws of their enemies into dangerous weapons and equipment that is sure to mark them as legendary heroes of the realm.  Example of Loot Fire Snake 1d4 Vials of Fire Essence. This liquid glows in the dark, shedding bright light in a 10-foot radius and dim light for an additional 10 feet if not covered. As an action, the essence can be applied to a weapon made of metal and imbue it with magical fire. For one minute, when the weapon hits a target it deals an additional 1d6 fire damage. The essence then evaporates. Fume Drake 1d2 Vials of Fume Drake Toxins. As an action, you can throw this vial up to 30 feet away where it shatters in a vapor of darkness. The area within a 5-foot radius of where the vial landed is filled with toxic fumes until the beginning of your next turn. A creature in the area must succeed on a DC 11 Constitution saving throw or take 1d8 poison damage. If you enjoyed this product, be sure to check out more of my work below. Follow me on Twitter for updates on upcoming projects @AnneofManyNames Check out the rest of the Monster Loot series!  Pick up a bundle of the three main volumes HERE for a discount!             ... or check out the bundle HERE for 50% off ALL released Monster Loot titles!                                              Also check it out on Fantasy Grounds!  Pick up a bundle of the Fantasy Grounds version of the three main volumes HERE for a discount!          ... or check out the bundle HERE for 50% off ALL released Monster Loot Fantasy Grounds conversions. You can also check out the complete bundle of every PDF and Fantasy Grounds version of Monster Loot HERE for 60% Off!                                            Polish Translation    Check Out More of Our Other Releases Below!      

  • Monster Weaknesses of the Multiverse

    Publisher: Dungeon Masters Guild 500+ Combat and Social Weaknesses. This book provides combat weaknesses for every monster in the Monsters of the Multiverse and social weaknesses for every monster that speaks a language available to player characters. The inspiration for these weaknesses comes from a creature’s anatomy, description in the Monster of the Multiverse, or well-known legends. Each weakness presented in this book is meant to be a trait that can be appended to a creature’s stat block. 14 Custom Illustrated Experts. This book contains characters knowledgeable in each of the different monster types to walk you through these monster weaknesses. These characters can be used in a campaign as NPCs or potentially be the authors of tomes or notes found in a library.  Advice and Mechanics. This book contains advice and mechanics for discovering monster weaknesses as well as designing your own! Testimonials for Monster Weaknesses (for the Monster Manual): 5-Star Review: "In my humble opinion, this is the single best resource on the DM's Guild." - Emerson C. 5-Star Review: "These are some of the coolest, unique ways to spice encounters up. Rewards players thinking outside of the box and introduces more mechanics like researching monsters (in-game of course) for your party. Definitely worth picking up." - Zack S. 5-Star Review: "This is an innovative, comprehensive, and polished book from a talented team. Surface level, the book looks amazing. Fantastic art and an organized layout parallel what you'd expect from an official D and amp;D 5e book. Digging into the actual content reveals a treasure trove of ideas for DMs add to their games. The addition of concrete social weaknesses with mechanics to monsters is genius. We've all either had players or been the player who loves to circumvent the DMs prepared combat in favor of a social challenge instead. Also, the new combat mechanics are simple yet creative, and are a nice incentive for characters who like to research a monster beforehand. Finally, the extra touches in Monster Weaknesses make the book fun to read, like the NPC experts introducing each classification of monster. This is an excellent purchase." - Jose G.  Previews: Print On Demand Softcover Preview: Want to Get in Touch? Twitter @FrictionlessDan Check out other Best-Selling Content by Daniel Kahn! Monster Weaknesses + Multiverse Weaknesses    Spelljammer Wild Beyond the Witchlight     Icewind Dale: Rime of the Frostmaiden     Tomb of Annihilation  /  Curse of Strahd /  Out of the Abyss  /  Candlekeep Mysteries    

  • Stars Over Stormwreck

    Publisher: Dungeon Masters Guild Stars Over Stormwreck is a short adventure for four to five characters with an Average Character Level of 4. This product is designed to act as a bridge adventure between the Dungeons and amp; Dragons Starter Set adventure Dragons of Stormwreck Isle and the Spelljammer: Adventures in Space adventure Light of Xaryxis. Dragons of Stormwreck Isle takes characters from 1st level to 4th level, while Light of Xaryxis begins at 5th level. During Stars Over Stormwreck, the characters travel from Stormwreck Isle to the city of Luskan, with the challenges of that journey taking them from 4th to 5th level and preparing them to enter the adventure in Light of Xaryxis. This adventure assumes you already own both the D and amp;D Starter Set: Dragons of Stormwreck Isle and the Spelljammer: Adventures in Space boxed set. About the Adventure As a new group of heroes engages with the challenges and revelations of Dragons of Stormwreck Isle, the discovery of a mysterious relic from another world suggests that even greater adventures lie ahead. After their Stormwreck trials are done, the characters take sea passage to Luskan on the trade ship the Western Wind, hoping to learn more about the mysterious egg that’s come into their possession. The trip will not be easy, though, as an attack by sea-elf cultists, the threat of mutiny, and the escape of dangerous creatures from the ship’s hold all threaten to cut short the party’s journey. And all the while, strange storms of shooting stars appear across the night sky like some sort of prophecy—but of coming glory, or of imminent destruction? Stat blocks are included, as well as an Astral Sea Encounter Generator Appendix and a Wildspace Generator Appendix, supplying you with new DM tools for your Spelljammer campaigns.

  • Spelljammer: Creatures of the Cosmos

    Publisher: Dungeon Masters Guild Hello friend!  I see you've decided to leave the world behind and head off into the wondrous wide adventure known as wildspace!  I don't blame you, I've been spending a good amount of my time there lately, too. But here, before you go, give this a gander.  A little something I put together to help spacefaring travelers from being eaten, or upsetting the wrong asteroid, or getting stuck in the middle of nowhere while your oxygen runs out...not that these things happen on a daily basis mind you.  Usually. Anyway, back to that book!  It's stuffed full of people and critters you may have heard stories about, and a few you probably haven't even heard of.  Over 80 stat blocks for a DM to throw in the path of adventurers as they explore wildspace and the worlds beyond this one that you're leaving!  Not to mention the hazards and wonders of space that don't need a stat block, but you should be prepared for anyway.  Watch out for sluk.  Nasty stuff. I wish you luck, stranger, and I hope to see you again, at this port or some other on a world far away!   ~Krenez "Luteslayer", Harper and storyteller 

  • Solo Skirmish: Stone, Wood and Thunder

    Publisher: Dungeon Masters Guild5e Solo Gamebooks presents Solo Skirmish: Stone, Wood and amp; Thunder, the second instalment in this series. Contained in this product are five more short DM-less quests to take your PCs from levels 6-10! Stone, Wood and amp; Thunder is a five-quest solo campaign that takes place within the Misty Forest in the Forgotten Realms. You meet some gnomes from the settlement of Treebridge, who are being persecuted by an unknown force. They implore you to investigate, and you are soon drawn into an epic power struggle between oppressors and oppressed! Epic battles, espionage and a quest for a powerful relic will keep you on the edge of your seat throughout this exciting, fast-paced campaign, with no need for a Dungeon Master. The Solo Skirmish system is for the type of player who likes a bit of quick combat-based solo action, with each quest taking about 1-2 hours, depending on dice rolls. A progression of phases controls the action, players responding and making choices for 2 PCs. There are also adjustments for a party of 4.  The five phases are:  Location Phase (each PC makes rolls on location-specific table) Encounter Phase (single roll for a random combat encounter) Hero Phase (Each PC takes actions from a list of options) Threat Phase (Threat Points advance by one and trigger a game effect).  Travel Phase (Spend Quest Points to travel to the next location) Most quests are concluded with a major, boss-level combat encounter. The location table rolls allow you to discover items, gain boons (or banes), meet sidekicks, encounter events, traps and much more. Your PCs gain a level each time a quest is completed, keeping the action flowing and the interest high.  Also introduced in this Solo Skirmish are a couple of rules tweaks, including Victory Points, encouraging you to lift the difficulty bar for your heroes. If you complete a quest without taking the optional long rest, you gain a Victory Point. Accumulate them and trade them in for Boon and Item Table Rolls. Risk it all for the promise of magic items and other rewards! And if you die, rewind to the start of the most recent scenario and start again. PRAISE FOR SOLO SKIRMISH So, at the suggestion of my eldest kid, I created a pair of adventurers (A Half-Orc Barbarian called Gadur and his human chum, Mirish, a good natured grave cleric of the Raven Queen) and by the end of the fifth quest I have two, well rounded, level 6 characters, with loot and gear, and emerging personalities and ever emerging backstories and personality quirks that are just ready for a TTRPG, or more Solo Skirmishes. (hint, hint) The format established by this system is good for a free afternoon or morning when you just need to get your d and amp;d fix, or for a day's worth of powering through with a friend. (there are even rules for playing with up to four others, so could be a fun cottage weekend getaway type thing. James H.  Just finished the 2nd quest in Solo Skirmish - The Cult of Mol'Goroz and I am convinced that this is the best solo product so far. The way that each location is broken up into an Exploration, Combat, and Hero phase is genius! By the second location of the first quest, the events of the exploration phase were weaving together to form an actual narrative. This narrative made the combat phase meaningful and not just some random battle… Hero phase actually gives Divination spells a purpose in solo play, thank you! Seriously, the way you use Divination spells in the Hero phase can be adapted to a normal game of D and amp;D and your players would probably start using Divination spells a lot more. The whole experience felt less like solo play by entry number and more like DMing using story seeds. This method of solo play applied to the pre-written WotC stories would be game changing. I can’t wait for the next installment of this story. Elias L. A fantastic unique twist on classic D and amp;D that will keep the dice rolling and the levels flowing while you battle and travel through a very satisfying quest. Christopher Logue Much of Solo Skirmish is theatre of the mind, which means it is perfect for a quick, compact game requiring practically no set-up time (beyond creating your PCs). There are elements of standard multichoice solo adventures, as well as a simple, boardgame-inspired system which provides RP-light, quick and tactical solo quests. So pick up this intriguing new product and give yourself a very different D and amp;D experience! Please check out our full range of solo adventure products: Death Knight's Squire (print option available) Tyrant of Zhentil Keep Citadel of the Raven The Tortured Land Drums at Daggerford Caught in a Wizard's Web The Solo Adventurer's Toolbox (print option available) The Solo Adventurer's Toolbox Part 2 (print option available) Solo Adventure Bundle 1 (First 4 solo adventures) Solo Skirmish: The Cult of Mol'goroz Eberron Solo Adventure: The Saviour of Sharn Tables of Doom: 5E Solo Adventuring Adventurers Wanted!: The Dread Vault of Tgozur Adventurers Wanted: Labyrinth of Lies Rage of the Rakasta 5e Solo Conversion Menace of the Icy Spire 5e Solo Conversion Ghost of Lion Castle 5e Conversion Toolbox Solo Adventure A1: The Dead Don't Sleep Toolbox Solo Adventure A2: A Drop of Venom

  • The Cosmic Dude - An Otherworldly Patron

    Publisher: Dungeon Masters GuildSup brahs! Sick and tired of those evil poser patrons? Want somethin' a little gnarlier for your warlock? Fancy tryin' some exotic herbs and ice cold brews? Righteous! Lemme get ya a surfboard, and we can shred. Just a warnin’, though. If ya call me when I’m in a killer tube, I probably won’t answer. Ya know?   Your patron is a being of immense power. They can control the unfathomable might of the Astral Sea. They can crush puny mortals with but a thought—but sometimes they really just want to chill out and catch a gnarly cosmic wave. Getting tired of all the patrons being edgy and evil? Want to try something a little different? The Cosmic Dude is a new otherworldly patron option for warlocks with a little extra flavor. Play them good, play them evil, play them yearning for enlightenment, or maybe just play them out for a killer buzz. Summon a surfboard and ride it into battle. Command a tidal wave to flatten your foes. Create an aura of chill to soothe both friend and foe. Consume questionable fungi and live to tell the tale.   Includes: 1 new warlock patron 2 new pact boons 5 new eldritch invocations several witty references and a printer-friendly version Suitable for use in Spelljammer or any other setting. Edited by Kyle Gray All artwork was originally sourced from either Pexels or Pixabay.

  • The Last Waffle Shop in Barovia

    Publisher: Dungeon Masters GuildBased on the D and amp;D parody account, Barovian Chicken and Waffles (@baroviancnw), this dark comedy Ravenloft adventure module is both a mini domain guide and a series of small adventures of various difficulties.  Tour the Last Waffle Shop, meet its "darklord" and navigate its dangers while navigating the menu. Included in this module are: A full domain guide based on Van Richten's Guide to Ravenloft. A series of adventures 30 minutes to 1 hour each, varying from easy to extremely dangerous encounters. Full map of the Last Waffle Shop. Last Waffle Shop menu handout Try to stay alive, and if possible, try to keep the food down.

  • The Brotherhood of the Griffon

    Publisher: Dungeon Masters Guild The Brotherhood of the Griffon is a 5e adventure for 7th-8th level characters that is set in the nation of Thesk, in the Forgotten Realms. The party heads to Phsant, where the characters get the chance to investigate the Brotherhood of the Griffon whereabouts, more specifically their leader, Aoth Fezim.   It's composed of three main chapters: Exploring Phsant Looking for the mercenaries in a mine Looking for the mercenaries in a forest with a final showdown against a necromancer in a crypt This adventure is inspired by the characters presented in the novels from Richard Lee Byers.  What's included? A beautifully laid out 30-page PDF containing stunning artwork and: 2 new creatures: Aoth Fezim, the leader of the mercenary band, and the master assassin 6 maps with 35 versions total 13 stat blocks for your convenience  Feedback or comments on the adventure are most welcome! The Team The product was written by Priscilla Lagares. The editor was Kathleen Harrington. The layout was made by Steve Fidler, and Christian Zeuch managed the project and created the maps. Like my work? If you would like to be notified of future releases, flag the checkbox on your left to follow me on DrivetrhuRPG. Would you also like to get a FREE gift? Check the file in the product for my mailing list, as I cannot post the link here. Follow us here: Facebook Instagram Twitter Website Email List Layout Preview The Full-Size Preview contains the entire product, but here's a peek if you don't want to wait for the PDF to load. Maps Preview Check the full-size preview to see all of them. The Amazing RPG Products          Check more maps you may like from the Bundles below, which net you many high-quality maps at 50% discount. You can also click on the bundles below to access the invididual maps.         More content from the DTRPG          More content from the DMsGuild Adventures           Encounters             Supplements      Map Packs    

  • The Liching Hour: A Liar's Night One-Shot for Halloween

    Publisher: Dungeon Masters GuildIt's a race against the clock as the party must decide if they want to help or hinder a goblin necromancer's attempt to summon the archlich Vecna to the town of Phandalin at midnight on Liar's Night.  The Story So Far... Fizzbang Frazzlepop has always been a little unhinged. He has devoted his life to becoming one of the vilest creatures in the multiverse: a lich. Unfortunately, despite being a highly intelligent Wizard who studied under the top faculty at Strixhaven’s Witherbloom College, Fizzbang has fallen multiple times into what may best be called "Get Lich Quick Schemes." He is far from a discerning goblin, and that's putting it nicely. This time, however, Fizzbang may have actually found what he’s spent decades looking for. This particular Get Lich Quick Scheme involves contacting the archlich Vecna on Liar’s Night. While Vecna is considered a lesser deity in the planar hierarchy of gods, he remains a significantly powerful and evil entity.  Summoning a being such as Vecna into the Material Plane is rarely a good idea, and doing so to make a pact on a night when falsehoods are not only expected, but encouraged, does not bode well for anyone who calls this plane home. And that’s not even considering how bad things could get with a person like Fizzbang Frazzlepop gaining access to the untamed, eldritch power belonging to a lich. There’s a catch, though. Fizzbang can’t do it himself.  The necromantic goblin has little time until The Liching Hour (midnight on Liar’s Night) and still doesn’t have the most important part of the ritual: the heart of an archlich.  Fizzbang has to spend this time preparing the ritual itself, getting ready to venture into the vortex that will let him view Vecna's visceral, vexing visage. So he has sent an associate to secure the artifact for him. Fizzbang isn't the only one after the heart, however.  Vecna commands the loyalty of any number of cultists who believe Fizzbang's hubris and disrespect to make demands of the archlich will bring ruin. They are working to stop Fizzbang from summoning Vecna. It may be the PCs who decide what happens when the clock chimes and rings in The Liching Hour. What's Inside? 1 Amazing Liar's Night/Halloween one-shot set in Phandalin from The Lost Mine of Phandelver campaign! 7 Original Monsters and amp; NPCs 3 Unique Artifacts 5 Wondrous and amp; Magic Items 2 Detailed, VTT-friendly maps Printer and User-Friendly! The better experience for using this is to use the (Spreads) document, as it has an open-book layout which also makes it easy to print because each single page is 5.5 inches wide. Just print in landscape mode on 8.5 x 11 paper (Letter). Plus, everything is grayscale/black-and-white to save your ink and is automatically print-friendly! Don't Miss My Other Stuff! If you like The Liching Hour, I think you'll really like some of my other stuff. Take a look at my author page and enjoy yourself! Christmas Titles:Claus for ConcernStocking Stuffers and amp; Side Quests Horror/Halloween Titles:Horrific Encounters in RavenloftAdventures in RavenloftLittle House on the ScaryThe Liching Hour General D and amp;D:The Dragon-Tower of CandlekeepDohwar (Penguinfolk) Player Race OptionsThe College of EMOtion: Parody Bard Subclass