Discord really wanted my solo RPG journal tables in an easier-to-read format for their own games, so I took some time to type them all up! It's up on my Ko-Fi for free!
Ever had your players ask "Can we go fishing?" in Barovia and scrambled for rules that fit the setting? This fishing system has you covered! Built specifically for Curse of Strahd using Transylvanian fish species, this supplement transforms a simple survival activity into atmospheric gameplay.
Roll for encounters ranging from common catches to legendary horrors, discover what unfortunate souls rest in the deep, and choose your equipment wisely. Location matters: Lake Zarovich offers abundant but cursed catches, while the Raven River's blessed waters provide safer fishing. Complete with equipment rules, bait quality mechanics, and enough gothic flavor to make even catching dinner feel appropriately Barovian.
Dragons of Stormwreck Isle
Sharruth's Tomb Adventure!
Download the complete adventure PDF and maps from my google drive: https://drive.google.com/file/d/1_BXoTQnrIzG4JNrIKtjUzALgEHnrnu0z/view?usp=sharing
A faux (semi-fake) D&D module I made for my worldbuilding subject, which was primarily an excuse to flesh out my next campaign setting (Ardent). Here's the first three pages of a train heist.
Location, Location, Location – The Crypt of Arzenoth
Hullo, Gentle Readers. This is our first article in our new series Location, Location, Location. Every month, we’ll offer a “five room dungeon” style location that you can insert into your own campaigns or even build a campaign around. Although the articles will be written from the perspective that they’re meant to be played as part of the Angel of Chaos campaign that I’m building in my monthly Campaign-Building articles, I’ll keep them open enough that they should be easily adaptable to any setting.
Background: Long ago, the paladin Aurelia Arzenoth was a hero and champion of the god of chivalry. Armed with a magic holy sword, she cut a path through the forces of Chaos that helped to push the Borderlands east and increase the dominion of the Realm. Sadly, she finally fell in battle with a terrible foe, the Mummy Lord Rutahkhen. Her holy sword, Daybreak, was hidden by her allies, and it’s said that clues to its location were hidden in her secret crypt, somewhere in the town of Thanavorne.
Now, however, agents of Chaos have reportedly found the Crypt’s entrance, and adventurers are needed to find out what they know before the secrets of the Crypt are recovered. For if Chaos gets its claws on Daybreak, it could be perverted into an Unholy Sword, Nightfall. This would be a disaster for the forces of the Realm.
Room 1 – The Leaky Tap. This place is the poster child for seedy taverns. Normal rats lurk in the shadowy corners, and unsavory types congregate to discuss nefarious dealings. The one-eyed half-orc barkeep, Frik, claims to know nothing about Chaos or Crypts, but an Insight 12 check can tell that he’s lying and nervous. He’s not much for fancy words, so Persuasion checks to get him to spill the beans are at DC 17. He’s gullible and rather craven, however, so Deception and Intimidation checks are only DC 12. If “persuaded”, he’ll admit that there have been strange people coming and going, and he fears that they may be plotting something dire.
Insight and Perception checks can reveal that many of the people in the bar don’t like this line of questioning, and anyone who understands Thieves’ Cant recognizes that signs are being given to sound an alarm and to kill the interlopers! Two cultists and their leader, a human thug named Kurd Votash, move to attack the PCs with Surprise if at all possible. A third cultist tries to run out the door in order to fetch their leader, Viara Neth, a human spy who is currently moving around the neighborhood with two other cultists, seeing if she can find another way into the Crypt. It will take the cultist two rounds to find Viara, and then another three rounds to return with her party. This could make this fight quite deadly for the PCs.
Treasures: The cultists all carry 2d4 cp and 1d4 sp. Kurd Votash has 13 sp and 2 gp. Viara Neth has 10 cp, 2 sp, and 3 gp.
Room 2 – the Cellar. Once things are secure, Frik tells them that, although he’s not sure what they’ve been looking for, they’ve essentially been keeping him out of the cellar. The PCs can use a skill like Investigation or Survival (DC 15) to find that there’s been a lot of activity around one particular poorly-repaired wine rack in the southern wall. An Investigation check (DC 18, or 14 if the PCs have already seen the activity) will find that this wine rack is bolted to a secret door! It is locked (DC 15) and trapped with a poison needle (DC 15 to find and/or remove. If the trap is activated and not avoided (DC 15 Dexterity saving throw), it does 1 piercing damage, and the victim must make a Constitution saving throw (DC 12) or take 7 (2d6) poison damage. The secret door creaks open noisily, revealing fine stone construction quite unlike the shoddy construction above.
Room 3 – The False Crypt. Beyond the secret door, a History check will reveal that these passages are far older than the buildings above. A Survival check will reveal that no one has been down here in some time. The PCs will find a modest crypt room. There are smashed urns and coffers, as well as a defaced sarcophagus full of smashed bones. There is a modest shrine of the God of Chivalry on the far wall that seems to be largely untouched. This room is, of course, a false tomb, designed to trick would-be thieves into thinking that the crypt has already been plundered. If the PCs inspect the shrine, they will find the outlines of a secret door (DC 15 Investigation or Perception), but there’s no obvious way to open it. A DC 15 History or Religion check will reveal that the shrine is what’s called a Shrine of Imploring Prayer, suggesting that one of the faithful of the God of Chivalry would wish to kneel and offer a prayer of supplication here (a Cleric or Paladin who serves the God of Chivalry, or someone with the Acolyte background who serves the God of Chivalry knows this automatically.) If anyone kneels and offers a short prayer to the God of Chivalry, the shrine lowers into the floor, revealing a larger room beyond.
Room 4 – The True Crypt. This is a much more magnificent room, with a marble sarcophagus carved in the form of a shroud-covered lady knight with a sword held over her chest. Small funerary urns stand in each corner, and a more magnificent shrine of Valdamor stands on the eastern wall, lit by Everburning Torches built into the walls, bathing the room in golden light. It’s at this time that a new enemy is revealed. Thaven Reek is an Evil Mage (stats found in Lost Mine of Phandelver. Alternately, create a 4th level Wizard using the rules in the Player’s Handbook). He is flanked by two cultists. They offer the PCs a chance to leave peacefully. Reek would rather not die here, so, if necessary, he will use charm person and/or misty step to escape. If he is killed, however, the PCs can claim a solid victory.
Treasures: The cultists all carry 2d4 cp and 1d4 sp. Thaven Reek is carrying 5 gp, a spell component pouch, and has a leather cord around his neck with a garnet worth 15 gp.
Room 5 – The Reward. When the enemies have been slain or driven off, a ghostly figure manifests. This is the lawful good ghost of Aurelia Arzenoth. She will offer the PCs the contents of the urns to help aid them in their battles against chaos. She does not, however, know where Daybreak might be, although she believes there is a clue in one of the urns.
Treasures: Two urns contain 800 cp and 400 sp each. One urn contains 400 sp and 10 zircons worth 50 gp each. The final urn contains 200 cp and a piece of a map with a clue to the whereabouts of Daybreak.
This adventure could then prompt a campaign of seeking Daybreak, following various clues to recover pieces of a map, or some other device to lead the PCs to their goal.
Ahoy, me maties! We've spotted land and who knows how many adventures it bespeaks! ...Arrr, make that seven. Seven adventures exactly. Get seven nautical adventures the upcoming D&D release, Ghosts of Saltmarsh, coming to Roll20 on May 21, 2019 and available for pre-order right now!
Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series, plus some of the best nautical adventures from the history of Dungeon Magazine:
The Sinister Secret of Saltmarsh
Danger at Dunwater
The Final Enemy
Salvage Operation
Isle of the Abbey
Tammeraut’s Fate
The Styes
All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of adventure hooks for each chapter. Play through the whole story in a seafaring campaign leading characters from level 1 through level 12, or Dungeon Masters can easily pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more!
Pre-order Ghosts of Saltmarsh now for $49.95 USD and set sail for adventure right on release day!
**Update (April 17, 2019): Wizards of the Coast has adjusted the release date for all retailers to May 21st, 2019. We have updated the launch date accordingly. Thank you for your understanding.**
My winter festival 5e module is officially live on DMs Guild!! Something is amiss at the annual Starlight Festival—can the party solve the mystery before it’s too late?
I’ve been working on and tweaking this module for the last ~5 weeks, and I’m so happy to finally send it out into the world! It’s very much a cozy Christmas market vibe with added mystery into the mix. 🥰 There are a handful of mini games and a BUNCH of queer NPCs, as always. 😉
Mystery at the Starlight Festival - “Come one, come all, to the Haresgrove Starlight Festival! Set your sights on games of skill, trinkets f
This is a playable D&D module I designed for an ongoing campaign that I am the Dungeon Master for.
This is an example of game design using pre-existing game mechanics. Included in this module are detailed environment and action descriptions, opportunities for cooperative play, environmental hazards/puzzles, a cipher puzzle, and battle encounters.
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Character Level: 4-6. Adjust number of enemies in each encounter to adjust for higher/lower levels and number of players.
Context: The party must venture to the peak of a volcano in order to obtain a magical stone of fire.
Approaching the Volcano
Description: “As you approach the foot of the volcano, the cool mountain air turns sulfuric, and the rocks become jagged and rough. The air is thick with smoke and fumes. Before you stands a grand staircase leading up to a magnificently carved entryway.”
A history check (DC 14) will reveal that the stonework looks to be of ancient dwarven make.
Cave
Description: “You pass into the open entryway and enter the mouth of a cave. Immediately the heat hits you. Lava flows in streams down the walls of the cavern, forming pools at the base of the walls. The air is thick and choking.”
All players make a Constitution save (DC 12). Fail: 1d4 fire damage.
Rock boulder trap – Triggers if a player walks over a pressure plate. “Up above you hear a scraping, like a stone doorway opening, and a rumble shakes the room. You look behind and see a massive round boulder rolling towards you.” (Everyone in the path of the boulder: Dexterity save (DC 15) Fail: 1d6 bludgeoning damage)
The boulder rolls along a path and gets lodged in the only exit the players can see. Investigation (DC 15): There is a small space at the top that someone might be able to squeeze. Squeeze through gap: Acrobatics (DC 12-17 depending on character size). Move boulder: Combined Athletics (DC 30). Hidden tunnel: Investigation (DC 18) reveals a hidden tunnel past a rock formation.
Near the end of the cave there are 3 imps, lying in wait. They will attack on sight.
Continue through the exit to the caldera...
Caldera
Description: “You exit the tunnel and find yourself in the caldera of the volcano. The sky above is thick with smoke. The center of the caldera is filled by a lake of lava. Rivers of lava flow all around you, and in the distance you see a structure – a grand stone spire seemingly carved out of the volcanic rock.”
The lake is 50ft in diameter. The area surrounding the lake is rough terrain.
Entrance
Description: “It takes you about a half hour to navigate around the lava lake, volcanic rock, and the twisting rivers of lava. You arrive at the stone spire. It towers above you, and at its base is a grand double stone door, firmly shut. Between the two doors is a large keyhole.”
No matter what the players try, this door will not open.
Perception (DC 12): “A ways down the lake of lava, you see a small building and structure.” – The Forge.
The Forge.
Description: “You approach the structure. Molten metal bubbles up from a central well that sits before a great anvil, and flows in channels to four triangular shaped pools. There is a hut nearby with a closed door. In the middle of the pools there is a massive anvil with five places to pour metal, which feed into a basin where you expect something should rest.”
History check (DC 15): This is a forge and appears dwarven in make.
Hut: Investigation (DC 12): “The door of this hut has beautifully intricate carvings upon it. There are figures of dwarves leaning over smelting tools. There appears to be a map of the forge, highlighting the four triangular pools. Next to the four pools there are four different runes carved.”
Forge map carving:
Search in the hut: Investigation (DC 13): find supplies for smithing (gloves, leather aprons, smelting cups, tongs, etc.) There also are molds for various objects, each with a different phrase written in ancient dwarvish carved into them. Players may also find a Scroll of Protection from Energy if Investigation (DC 15). There is also an old and crumbling paper with a cipher on it. These runes are the same as the ones on the hut’s door.
Cipher:
The ancient dwarven phrases on the molds correspond with the runes on the cipher. The players must decipher each phrase, pour metal from the appropriate pools into the anvil in the appropriate order, and fill the mold.
If the metal is input into the forge wrong, the mechanism malfunctions and the molten metal bursts out of the mold. Player closest to anvil: Dexterity save (DC 13) to dodge it. Fail: 1d6 fire damage.
Molds: (Adjust weapon types for players)
1: Ancient key – Zaram’azan Sigin Baruk Sigin Kibilun
2: +1 Ancient Longbow – Kibilul Kibil Baruk’inbar Sigin Baruk
3: +1 Ancient Greatsword – Zaram’uzn Sigin Zaram Kibil Kibilo
4: +1 Ancient Greataxe – Baruk’azan Zaram Sigin Sigin’inbar Zaram
History (DC 15) or ability to speak Dwarvish reveals “Narg” means “Focus.” Players must an insert arcane focus into the mold, as part of the recipe. This arcane focus becomes enhanced and gets +1.
Return to the Entrance & Magma Chamber
Description: “You turn the ancient key and you hear a deep rumble and the clanking pull of a chain. Slowly, the door swings inwards, and another wave of heat hits you. Within the magma chamber is a massive pool of molten earth, which glows a deep red orange, the light undulating with an ebb and flow. There are several islands within this magma, connected by low stone bridges. In the center of this lake is a taller island. The stone bridge leading to the first island is broken before you, and there is a five foot gap to the other side.”
As the players cross the bridges, there are sections that have fallen into the magma. They are easily jumped across, but the magma bubbles up. Each player must make a Dexterity save (DC 13) to dodge the spray. Fail: 1d4 fire damage.
Central Island
Description: “The central island stands before you, a dais on the top. You can see a bright red light emanating from the dais, but it is enveloped in flame. Two wargs stand sentinel at the base of the dais.”
When the party approaches, the wargs attack. A manticore joins the fight on the second round of combat. When the manticore is at half health, it roars and calls 3 magma mephits, who immediately take initiative after the manticore and join the fight. The monsters are fighting to protect the dais and will prioritize attacking the players closest to it.
Once the monsters are taken care of, the players may approach the dais.
The Dais
Description: “The dais is a platform of carved stone with three stairs leading up to it. It is enveloped in a circle of magic fire, and you cannot see what is within the fire.”
The fire can only be put out by magical means. If walked through, player takes 3d6 fire damage.
The stone of fire rests on an ornately carved pedestal of obsidian. When the players take it, a swarm of magical energy is released, though does not harm the players. Insight or arcane (DC 15) reveals a strange sense of emptiness.
Beyond the dais the players see another bridge leading out of the magma chamber and to a small room.
Treasure room
Description: “There is a small hole in the ceiling lights this room. Sunlight glints off of gold and gems scattered on the floor. A dragon skull rests in one corner beside an open chest. In the adjacent room there is a closed treasure chest on a platform below a carving of a dragon head.”
Collect gold from floor: 50 gold.
Collect gems: 10 precious gems.
Collect gold from chest: 150 gold.
There is a trap on the closed treasure chest, triggered if it is opened. Can be unlocked (DC 16). Triggered: a 15 foot cone of fire blazes out of the carved dragon head. All players in range make a dexterity save (DC 14) to dodge the fire. Fail: 2d6 fire damage. Save: half damage.
In chest: Set of jewelers tools, an obsidian dragonchess set, and a lyre.
Exit the Volcano
Description: “As you walk out of the grand stone doorway, a deep rumble comes from all around you. Rocks clatter from the sheer rock wall above you. The lava in the lake before you begins to bubble and boil. From the center of the lake of lava, you see something rise, and bursting out from it you see a massive form. Horns and wings, a whip made of fire and a longsword made of lightning.”
Ability to speak Abyssal/History (DC 14)/Other knowledge of demons: “You recognize this is a Balor, a demon from the deepest Layers of the Abyss, a grand and ancient general of the demon armies. You know this is a creature that can turn even the strongest warrior into ash with a sneeze.”
Continued Description: “It rises, lava dripping, and flicks its wings. A cascade of drops of lava rain down on you.”
All players take an automatic 1d6 fire damage from the lava.
The Valor lets out a roar in Abyssal: “The power that had contained me is broken! I claim this mountain as my own, and all who set foot or claw in it shall burn!”
Players must escape or meet certain doom.
In initiative, the Balor remains in the middle of the lava lake (50ft diameter) and uses its whip (reach 30ft, hit +5, 1d8 + 5 slashing damage*) to lash out at the closest player.
* Damage scaled down so players do not immediately die. Adjust if needed.
If there is no player within reach, the Balor uses its lightning longsword and emits a wave of lightning that hits the wall of the caldera and rocks rain down in a 20ft AOE centered on the targeted player. All players within range must make a Dexterity save (DC 13) to dodge the rocks. Fail: 2d4 bludgeoning damage.
Exit the Volcano
Description: "You exit the scorching volcano and you hear the Balor's wild roars behind you. You have retrieved the stone, but what new horror have you unleashed upon the world?"