Fantastic Adventures: Ruins of the Grendleroot


Book Description

Ten underground adventures for the fifth edition of the world's most popular fantasy roleplaying game, set within a ruin-filled mountain torn apart by the mysterious Grendleroot.Ruins of the Grendleroot is a book of ten short easy-to-run adventures for the fifth edition of the world's most popular fantasy roleplaying game. Designed for characters of 1st to 5th level, these adventures take place in the caverns, chambers, tunnels, and ruins of the mountain known as Blackclaw, within which lurks the Grendleroot--a strange and otherworldly sentience.Across these ten adventures, your characters will- cure the corruption of an old tower destined to bring daylight to the cavern of Shadowreach;- rescue a lost child who answers the call of a dying god;- seek out the source of a plague of gnome zombies;- travel to the Forest of Iron to stop the priest who would destroy the Grendleroot-and the entire mountain surrounding it;- protect Deepdelver's Enclave from marauding warbands of orcs and hobgoblins;- find the beast lurking in abolethic ruins that promises salvation in return for fresh meat;- seal up a damaged cell in a forgotten monastery, which contains a being so dangerous that even its thoughts can kill;- save a war hero from the elven assassins who hunt her down;- discover the secret to quieting the restless Grendleroot from a slumbering vampire archmage; and- travel to the Black Cathedral, discover the origin of the mysterious Caretakers, and stop a mage attempting to capture the power of the Grendleroot for herself.Ruins of the Grendleroot focuses on the sense of mystery and wonder that comes from exploring ancient ruins. The central hub of these adventures, Deepdelver's Enclave, is a frontier outpost overlooking the ruined city of Shadowreach, set deep within the mountain. In Deepdelver's Enclave, adventurers and explorers recount tales of their explorations, trade treasure and artifacts, and enjoy their shared love of uncovering the mysteries of the mountain.These ten adventures can be run independently as single-session games of roughly two to four hours each, or they can be tied together as part of a larger campaign. Five of the adventures can be combined together into a five-session mini campaign that focuses on the strange consciousness lying at the center of the mysterious mountain.Each of these ten adventures is designed to get you up and running quickly and to help you integrate them into your own campaign. If you're familiar with the format of the book Sly Flourish's Fantastic Adventures and the concepts in the book Return of the Lazy Dungeon Master, the setup of these adventures will be familiar to you. Even if you aren't, you'll find the design of these adventures intuitive and straightforward. In this book, you'll find inspirational artwork, beautiful maps, fantastic locations, short readable summaries of places and events, evocative keywords to spark your own imagination, flexible read-aloud text, and piles of ideas to fuel your own stories.




The Lazy Dungeon Master


Book Description

You love Dungeons and Dragons. As an experienced dungeon master you've run dozens, if not hundreds of games. You put a lot of work into making your games great. What if there's another way to look at how you prepare your game? What if it turned out you could spend less time, less energy, and have a better game as a result?It's time to unleash the Lazy Dungeon Master.Written in the style of Sly Flourish's Dungeon Master Tips and Running Epic Tier D&D Games, The Lazy Dungeon Master shows a new approach to game preparation, one that takes less time and gives your game the freedom to grow at the table. This book will help dungeon master prepare awesome games for any version of D&D.Based on the real-world experiences of hundreds of dungeon masters and dozens of professional game designers, the Lazy Dungeon Master includes interviews with veteran D&D DMs and a complete toolkit to help you improvise an entire game.Whether you play 1st, 2nd, 3rd, 4th, Pathfinder, or the D&D Next playtest; The Lazy Dungeon Master has tips, techniques, and advice to make preparation easier and help you run a flexible and entertaining game.




The Lazy DM's Workbook


Book Description

The Lazy DM's Workbook contains a wide range of tools, maps, and reference sheets to help you run your fifth edition fantasy roleplaying game--and is designed to be useful right at the table. This book contains numerous fifth edition rules references, guides, and random generators to help fire up your imagination as you prepare and run your games. The workbook also contains ten lazy lairs: full-color maps and quick descriptions of locations common to most fantasy roleplaying games. When the characters take a game session in a direction you didn't expect, you can use any of these lairs with minimal prep time, running it straight out of the book. The Lazy DM's Workbook is an indispensable reference, designed to be kept at your side as tales of high adventure unfold at your gaming table.




Sly Flourish's Fantastic Adventures For 5e


Book Description

Sly Flourish's Fantastic Adventures is a book of ten short adventures for the fifth edition of the world's most popular roleplaying game. Each adventure is written for 2nd to 5th level and is designed so GMs can drop them into any fantasy campaign world. Whether you run a homebrew setting or a published game world, these adventures will fit in as either main adventure hooks or side quests to be undertaken by the characters in your game. The adventures include: The Night Blade: Ralavaz the Night Blade, a notorious bandit chieftain, has been released from prison. The local sheriff believes that Ralavaz's return means the Night Blades are back-and that the bandit chieftain must be stopped for good. The Dwarven Vault: Miners digging on Goldpeak Mountain recently broke into an ancient dwarven vault lost for centuries, and from which treasure and madness now flow. The Well of the Black Sun: The mine known as Deepfathom Well is the only source of the lucrative alchemical substance voidwater. However, a number of recent murders-including the immolation of a head miner-have closed the operation, and the mine's owner hires the characters to investigate. Rosethorn: A particularly intelligent goblin named Rosethorn has brought the local goblin tribes under his control, and is leading them in devastating raids against trade wagons and farm folk. The Gleam in the King's Eye: Lord Marlin Whitesparrow hires the characters to join him as he explores the lost chambers beneath his ancient keep. The Crashed Palace: When a celestial palace falls to earth, its destruction unleashes corrupting magic and a bearded devil intent on summoning its master-a powerful pit fiend from the hellish plane of Dyn. The Flesh Eaters: Lizardfolk tribes living near settled lands traditionally keep to themselves. So when a lizardfolk attack leaves local settlers dead, the characters are asked to investigate. The Queen of Red Water: At an old dwarven dam, a bugbear matriarch has found the key to holding an entire valley hostage by stopping the flow of the local river. The Cult of Dusk: A deadly attack in the local village leads to the revelation that a dark cult is seeking forbidden magic in the nearby ruins known as the forgotten library. Gloom: Lord Whitesparrow's spoiled nephew and heir, Pennin, is marked for death, and the characters are tasked with discovering who is behind the threat. Each adventure includes a map of the adventure location and a special presentation format designed to make it as easy as possible for game masters to pick up this book, choose an adventure, and get started playing. Whether you're running a single-session adventure for a few friends or want to drop a short adventure into the middle of your longer campaign, Fantastic Adventures has you covered.




Keep on the Shadowfell


Book Description

A guide to the role-playing game that provides information on its commands, inidividual campaigns, scoring, extras, tactics, and the secrets of the multi-player mode. This adventure takes characters from 1st level to 3rd level.




Dungeon Masters


Book Description

Awesome tools, rules, and adventure content for every Dungeon Master. If yours"re aDungeons & Dragonsplayer interested in taking on the role of the Dungeon Master, or if yours"re an experienced DM looking for more game advice, tools, and adventure content, theDungeon Masterrs"s Kittrade;has exactly what you need to build your ownDungeons & Dragonscampaign and excite the imaginations of you and your players. This deluxe box contains rules and advice to help Dungeon Masters run games for adventurers of levels 130. It also includes useful DM tools such as a Dungeon Masterrs"s screen (with tables and rules printed on the inside), die-cut terrain tiles and monster tokens, and fold-out battle maps. Game components: bull; 96-page book of rules and advice for Dungeon Masters bull; 32-page monster book bull; Two 32-page adventures bull; 2 sheets of die-cut dungeon terrain tiles bull; 2 sheets of die-cut monster tokens bull; 2 double-sided battle maps bull; Fold-out Dungeon Masterrs"s screen




Sly Flourish's Fantastic Locations


Book Description

We RPG game masters have a lot of tools to help us run our roleplaying games. Our monster books and bestiaries give us piles of foes to throw at our adventurers. The various guides for game masters often give us non-player characters, treasures, and story-building tips. One of the hardest parts of game mastering, however, is coming up with interesting adventure locations for our characters to explore. These locations need to be fantastic, detailed places that capture the minds of our players every session we run. Good locations are hard to improvise and often hard to strip out of a fully-fleshed-out adventure. Sly Flourish's Fantastic Locations is a book, available in PDF and print-on-demand, that gives you twenty system-agnostic locations to drop into your favorite fantasy roleplaying game. Each location builds on a fantastic theme, such as a mysterious ancient structure under the ice, a cursed castle of a mad king, a fallen celestial fortress, and a dwarven mine that cracked into the tomb of a dead god. Each location includes artwork by Brian Patterson of D20Monkey. Sometimes this artwork takes the form of maps. Sometimes it's an overlook of a specific location. These sites and structures aren't full adventures. Instead, you and your players build your own stories in these fantastic locations, then you populate them with the monsters that fit your story. Thanks to the support of 779 backers on Kickstarter this book was expanded to include a total of twenty locations each with full color artwork. This book is system agnostic. You can use it in just about any fantasy roleplaying game.




13th Age 13 True Ways


Book Description

Get the expansion book for the 13th Age fantasy roleplaying game, by the games core creative team of Rob Heinsoo, Jonathan Tweet, Lee Moyer and Aaron McConnell.




Out of the Abyss


Book Description

Dare to descend into the Underdark in this adventure for the world’s greatest roleplaying game The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns. It is the home of horrific monsters that have never seen the light of day. It is here that the dark elf Gromph Baenre, Archmage of Menzoberranzan, casts a foul spell meant to ignite a magical energy that suffuses the Underdark and tears open portals to the demonic Abyss. What steps through surprises even him, and from that moment on, the insanity that pervades the Underdark escalates and threatens to shake the Forgotten Realms to its foundations. Stop the madness before it consumes you! A Dungeons & Dragons® adventure for characters of levels 1–15




The Game Master's Book of Random Encounters


Book Description

For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.