Category: Dungeon Masters Guild

Closing out Tales of the Five Editions Week with, naturally, a 5th Edition product. One of the coolest things about the latest iteration of D&D is the Dungeon Masters Guild, a place where creators of all types can bring their best and most interesting ideas to life for other fans of the system. The Mines of Chult is actually the inspiration for these week’s theme, one of the latest such presentations that features the top-three selling creators on that site.

Presenting The Mines of Chult! This Savage Encounters adventure supplement features nine mini adventures from three best-selling DMs Guild authors. Featuring adventures for character levels 1 through 16, your PCs will challenge several new monsters, discover fascinating new magic items, and interact with some wickedly fun NPCs.  Though designed with Tomb of Annihilation in mind, each of these adventures can be easily adapted to any campaign setting. With over sixty pages of thrilling 5th Edition D&D adventures ready to go, what are you waiting for? Dig in to The Mines of Chult!

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, Freedom Squadron, and much more!
Please check out my Patreon and get involved directly with my next projects!

Closing out Adventures in D&D Week with the Dungeons & Dragons Adventurers Guild on the Dungeon Masters Guild seems like the perfect way to end your journey in search of 5e adventure support. These are all the adventures folks have played or are playing around the world as a shared experience with fellow D&D fans, and it all flows through the official Wizards of the Coast filter. Thus, quality control and organically stitched together meta-plots galore!

Note there are hundreds of adventurers available for you via this channel alone, so you are set for a whole lot of D&D campaigning!

WHAT IS THE D&D ADVENTURERS LEAGUE?

The D&D Adventurers League is an ongoing official campaign for Dungeons & Dragons. It uses the fifth edition Dungeons & Dragons rules, and features the Forgotten Realms setting. You can play D&D Adventurers League games literally anywhere. Players use the fifth edition rules to create a character and bring that character to games anywhere D&D Adventurers League play is happening.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Sincerest apologies for missing the Pick yesterday; I am back to giving platelets at the local center every two weeks, and it took way more out of me than I anticipated. “Backdating” this as yesterday’s Pick to make up for it.

Fun With 5th Edition Week continues with a powerful Pick from the Dungeon Masters Guild, a very high level adventure set in the Forgotten Realms with some solid reviews attached to it.

How many times have you started a campaign and it dissolved before you reached the top tier? How many builds have you made, all of them assuming reaching level 20, but you have never managed to try them out? Put your regular campaign on hold and see what happens when PCs reach level 20!

“Finders Keepers” is an epic Dungeons and Dragons adventure, set in Forgotten Realms and beyond. The stakes are high: the location of one of the legendary Books of Keeping has been discovered, and now various powers of the universe vie for control over that power… Devils, demons and fallen angels; the mighty shall fall and who is going to be left smelling the ashes?

The adventure starts with a fight with an ancient red dragon. Then things escalate and your players will have their 20th level spells, powers, and skills tested! Battle the game’s most powerful beings, visit distant planes and make world-shaping decisions! The fate of Toril is in their hands…

With this purchase you will get:

  • 15-25 hours of gameplay
  • Custom made art
  • Map of Phlan by Elven Tower
  • 3 custom made maps, each provided in grid/no-grid, for players/for DM versions
  • Set of 11 pre-generated 20th level Player Characters*
  • A 10-page article about the process of making “Finders Keepers”

* (These are just stats, to spare you the headache of making builds etc.! I’m sure your players will love to create backgrounds for them, make up the heroic deeds their PCs performed on their way to level 20, after all: that’s what roleplaying is about!)

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

As It’s a Kind of Magic Week rolls on, today’s Pick is from the Dungeon Masters Guild, where creative gamers can share their ideas for D&D. This is a particularly popular collection of spells focused on the makers, the task-focused, and arcane “scientists” of your 5e fantasy setting.

101 new spells appear in Archetypal Spell Compendium: Artificers & Arcanists, a massive collection of new options for spellcasters including three FOUR new subclasses for artificers, new archetypes for wizards, sorcerers, and clerics, 20 new spells for artificers, 30 or more (sometimes much more!) spells for each major spellcasting class, over a dozen spells each for the paladin and ranger, and more for 5th Edition D&D games set in the Forgotten Realms, Ravenloft, and beyond. These options include not just rules, but detailed descriptions and setting material to help you or your players role-play these new options to the hilt. Click the preview to see the whole table of contents, including lists of all spells.

Now available for $10– a value of 10 cents per spell, +1 free spell! When more  content is added, the price may go up for later purchasers, but early buyers receive all new content for free.

  • New Class Archetypes include: 
    • NEWLY ADDED: The Clockwork Engineer (an Artificer Specialist Archetype). This steampunk artificer uses clockwork devices secreted on his person to perform unexpected attacks and imitate life with inanimate objects.
    • THREE New Artificer Specialists: The arcane sleuth creates the tools that help solve impossible mysteries; eradicators infuse magical symbols with the power to destroy the hated monsters who are their sworn enemies; the prodigy chooses to perfect and enchant his own person rather than relying on any one item.
    • New Cleric Divine Domain: Defier. Disbelieving heretics who are no longer true clerics, drawing their power from elsewhere and disavowing the worship of any deity;
    • New Sorcerous Origin: Shugenja. Called by divine forces and trained in some of the ki powers of monks, these masters of the elements tap into holy forces and balance spiritual forces through their own bodies;
    • New Wizard Arcane Tradition: Guild Wizardry. Members of an arcane order who share resources in pursuit of magical power, these wizards can borrow spells from distant wizards and excel at out-casting other arcanists;
  • 101 new spells include all the spells from the author’s previous products, plus just as many brand new ones. Carry your own hideout anywhere you go with pocket cave; punish any who dare to harm your allies with ray of reprisal; accomplish any task quickly and efficiently with a servant army; burn away flesh and memory alike with lesser chainfire; visiting the fury of hell itself on anyone in your path with Glasya’s stride; and many, many, many more unique and powerful spells.
A content-packed resource for players and DM’s alike, Archetypal Spell Compendium: Artificers & Arcanists opens up new possibilities of power, mysery, wonder, and most of all magic for any D&D 5th Edition game.

If you enjoy this product, please check out other DM’s Guild titles by the same author.

If you think this product could be improved, please Review or at least leave a comment– all input is read and considered, and could show up in a newer version of the product!

Also, enjoy the perfect companion piece to this sourcebook, Forgotten Realms Archetypes II: Champions of Mystery, which features mysterious new factions, wielders of the raw power of legendary spellfire, sorcerous paladins, telepathic spies, rabble-rousing bards, masters of secretive dueling techniques, and more.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

The Dark Ages as only the World of Darkness can express them. Lots of information specifically about domains, how to build them, and how to keep them from disappearing in a wave of terror and death.

Travel the long roads and deep seas in search of power and experience danger, or tackle the wilderness to hunt monsters and face death. Settlements large and small dot the black expanse with the promise of sanctuary, life, and community. These bastions of civilization present cold comfort, when playing host to vampire warlords and sadistic Cainite faiths. Whether led by a Prince, a coordinated belief, or hounded by monsters from without and within — no domain is truly the same as another.

Dark Ages Companion includes:

• Domains scattered across the world, from small fiefdoms to massive cities. Bath, Bjarkarey, Constantinople, Rome, Mogadishu, and Mangaluru each receive coverage.

• Apocrypha including plot hooks, new Paths, and mysteries to explore in your games.

• A how-to guide on building a domain within your chronicle, including events and servants necessary to make a domain as functional or dysfunctional as you wish.

• A study on warfare in the Dark Ages period, so combat in your chronicles can gain authenticity and lethality.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

I decided to return to the Dungeon Masters Guild to wrap up 5e Week here on SPOD, and I Picked one of the most popular titles on that site – Heroes of the Orient: Player’s and DM’s CompanionD&D fans have long enjoyed importing mythic, fantastic, and historical elements from cultures of the Pacific Rim and beyond, and the author here decided a strong adaptation of what’s come before to 5e was a great way to use the terms of service for the Dungeon Masters Guild. Good on you, Marc Altfuldisch!

This 75-page handbook contains lore, flavor, and rules for creating adventures in the Orient.

Included are also:

  • 6 new races, a new dwarf subrace and an oriental human variant
    • Nezumi – humanoid rats with 3 subraces
    • Hengeyokai – shapeshifting animals with 10 subraces
    • Spirit Folk – descendants of humans and spirits with 3 subraces
    • Vanara – monkey-like humanoids with prehensile tails
    • Hakuma – humans with oni heritage and 3 subraces
    • Serafu – small lizard-like folk with 4 subraces
  • 2 new classes
    • Kensai – a ki-using warrior with a strong bond to a single weapon (includes 5 archetypes)
      • Blademaster – focuses solely on the blade, capable of moving into battle quickly and taking on many enemies at once
      • Master of the Unseen Hand – bolsters melee prowess with telekinetic powers
      • Samurai – an honorable warrior that focuses on versatile stances
      • Shinobi – specializes in infiltration, misdirection, and utilizes the most maneuvers
      • Villainous Class Option: Ravager – a kensai that has been warped by Taint
    • Shogun – a commander who enables new strategies for his allies (includes 7 archetypes)
      • Crawdad – focuses on martial defense
      • Heron – focuses on mobility
      • Pegasus – focuses on mounted combat
      • Phoenix – focuses on magical defense
      • Spider – focuses on trickery
      • Tiger – focuses martial prowess
      • Wyvern – improves the abilities of the base class without focusing on any one area
  • 27 new archetypes for existing classes
    • Barbarian 
      • Path of Brawn – focuses on rage damage and mobility
    • Bard 
      • College of the Geisha – more expertise and good with enchantment and illusion spells
    • Cleric 
      • Shamanism Domain – gains powers depending on a spirit patron (either ancestral, animal, demonic, or primordial)
      • Shugenja Domain – gains elemental powers, focusing on either air, earth, fire, or water
    • Druid 
      • Circle of Chaos – utilizes the Wild Magic Surge table
      • Circle of Elementalism – casts elemental spells efficiently and summons mephits
      • Circle of the Fey Touched – has several fey powers
    • Fighter
      • Bushi – a warrior of the common people, skilled at combat and versatile through stances
      • Hogo-sha – a protector both in and out of battle
      • Satsugai – a swift and ferocious warrior, foregoing heavy armor to better navigate the field of battle
      • Witch Hunter – specializes in fighting aberrations, fiends, and undead
    • Monk
      • Way of Ancient Symbols – gains magical tattoos, offers a ton of customization
      • Way of Purity – a pacifist monk with shapeshifting and utility
      • Way of Righteous Fury – can enter a Ki Frenzy, much like the barbarian’s rage and the bladesinger’s bladesong
    • Paladin
      • Oath of the Stalwart Defender – focuses on defending himself and his allies
    • Ranger
      • Ishi – inspires his allies on the battlefield
      • Niten Master – focuses on dual wielding
    • Rogue
      • Shadow Spy – a master infiltrator and gatherer of intelligence
      • Skirmisher – emphasizes mobility and ranged attacks
    • Sorcerer
      • Void Disciple – manipulates reality and time
    • Warlock
      • The Great Phoenix – grants the warlock powers from the Fires of Life
      • The Great Sylvan – grants the warlock sylvan powers, becoming one with nature
      • The Great Turtle – grants the warlock protective powers and the ability to transform into water
      • The Great Wyrm – grants the warlock power over lightning and thunder, smiting foes in the patron’s name
      • Seishin Mystic – possessed by a spirit, the seishin mystic has an internal patron, rather than an external one
    • Wizard
      • Wu Jen – focuses on the old elements, choosing between earth, fire, metal, water, or wood
      • Villainous Class Option: Maho-Tsukai – a blood mage with three distinct paths: mage, magus, and necromancer
  • 6 new backgrounds
  • 11 new feats
  • 52 new spells.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

As we delve further with 5e Week, seems only natural we take a look at this mega-bundle of the top stuff from the top creators of the DM’s Guild. In case you missed it, this is where DriveThruRPG and Wizards of the Coast teamed up to let any and all creative folks who love Dungeons & Dragons 5th Edition create, present, and sell their best ideas. Enough amazing stuff has been crafted and sold to warrant a top thirty bundle at a rather incredible price.

This collection of Fifth Edition D&D material includes titles selected from among the top thirty bestselling community authors who have published their work on DM’s Guild. And to sweeten the deal, with the permission of those authors, it’s all been marked down to 84% off the cover prices!

Players and Dungeon Masters alike, no matter what the setting, are sure to find something useful inside — whether it’s new class options, feats, and magic items, or new monsters, rules, and adventures.

Get the best of the best now, just $9.95, only for a short time, available only on DMsGuild.com!

Here’s just a handful of the items in this thing –

    

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Day Two of 5e Week here at SPOD (that’s “Sean’s Pick of the Day”) features one of the most famous villains in all of D&D history. This just-released bundle features the entire Adventurer’s League run of the 5e campaign that centers on the dark-bound lands of Barovia and an ancient horror that defies normal adventuring expectations.

(From the Wizards of the Coast press release) –

Written in collaboration with Tracy and Laura Hickman, the authors of the original Ravenloft adventure published in 1983, Curse of Strahd pits players against the vampire Strahd von Zarovich…

“Revisiting the land of Barovia with the creators of the original Ravenloft adventure has been a highlight of my professional career,” said Chris Perkins, principal story designer at Wizards of the Coast. “Tracy and Laura Hickman created a timeless villain whose faults reflect the darkest traits of humanity. I can’t begin to describe what it’s like to walk through the halls of Castle Ravenloft with its creators as your guides.”

Heroes from the Forgotten Realms and other D&D worlds can easily be drawn into Strahd’s cursed land. Once there, they must contend with the horrors of Barovia. Its people are melancholy, misshapen and grotesque, living in fear of the wolves and other creatures that serve Strahd’s evil will. The only hope for the trapped adventurers is to heed the warnings of a mysterious fortune-teller named Madam Eva. Drawing random cards from her tarroka deck, she directs adventurers to search Strahd’s domain for artifacts and allies to help the master of Castle Ravenloft. That is, before he orchestrates your demise for his amusement and feasts on your terror.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

Today’s Pick takes us back (after much too long, I admit) to the realm of the Dungeon Masters Guild (the sister site to DriveThruRPG that is a showcase for all things D&D, including fan creations). One interesting development in recent years is the desire to make “the little guys” of the D&D world a far-greater threat than most players care to allow for. This adventure is all about making heroes respect kobolds… or die from the lack of it.

From the creator of platinum best seller Journey Through the Center of the Underdark comes the next level of action – Killer Kobolds! – A high octane, edge of your seat, seat of your pants, run and gun thrill ride for your 5th Edition Dungeons and Dragons game.

(You’re reading that with that movie trailer guy’s voice in your head, right? Ok good. On with the pitch…)

Life was peaceful in the pleasant village of Thornyfoot… until the Kobolds of nearby Crag Canyon started kidnapping their kids! Now the distraught villagers turn to a rag tag group of adventurers, who just happened to be having a drink at the local inn, to save the day. 

Do your heroes have what it takes, the right stuff, the metal, the intestinal fortitude, to fend off the Kobold Hunting Drakes, face the Kobold Commandos, take down the Kobold Air Cavalry and yes… defeat the Kobold Covergirl with the Gun? Will they climb the treacherous canyon, survive the forest gauntlet, storm the fortified keep, raid the dastardly dungeon and thwart the big bad evil nefarious kobold plot? Or will they die a horrible, brutal, violent, traumatic, explosive death?

There’s only one way to find out.

Killer Kobolds! Action just leveled up.

Killer Kobolds is designed for a party of four to eight characters of levels 8 through 12, but could readily be tweaked to accommodate parties of lesser or greater strength. Intentionally set in an entirely generic small village in need, Killer Kobolds can be easily dropped into any Dungeons and Dragons setting. The content within could readily be worked in to your Tyranny of Dragons, Elemental Evil, Rage of Demons or Storm King’s Thunder campaign – heck, the guy writing this ran it between the first and second half of Out of the Abyss. Piece of cake.

Featuring original art by Glen Cooper, a gorgeous (as always) cover by Dean Spencer, and original thrills, spills and chills galore, Killer Kobolds should provide 10 to 15 hours of outstanding dice rolling excitement.

Sean Patrick Fannon
Writer & Game Designer: Shaintar, Star Wars, Savage Rifts, much more
Please check out my Patreon and get involved directly with my next projects!

I don’t know if all of my 5e readers know this, but the slew of official adventures coming out of WotC’s Adventurers League, normally only available to play at conventions, are being released via the Dungeon Masters GuildShawn Merwin kindly let me know about this one –

“Previously only available at conventions, this adventure is now for sale on the DM’s Guild. It is the first Adventurers League adventure in the Storm King’s Thunder storyline. The adventure consists of 5 mini-adventures for 1st and 2nd level characters. Each mini-adventure is meant to be playable in 60-90 minutes, and it both introduces players to the Storm King’s Thunder storyline and acts as an introduction for players new to D&D.”

A famous relic hunter seeks adventurers to help her find caches of treasure hidden by the now-defeated followers of the Cult of the Dragon.

Her maps and notes may lead the way to great wealth—or a terrible death.

And do other parties have designs on the treasure as well?