A large tier 1 adventure for a party of 4-6 players that spans levels 1-5.
Conflict is growing on the outset of the kingdom of Camorr but something far worse is happening inside its city walls. Reports of children going missing from the slums have started spreading throughout the city. Many believe they are looking to join the conflict, others believe they have simply run away, but something far worse is at play here. Investigate the disappearance of the most recently missing child and follow the clues to figure out the truth but keep an eye out, while you do so. You never know who you can trust.
The Urchin of Camorr contains over 40 pages of material for a longer campaign. This story can be set into any major city allowing for ease of use for any table. The game is meant for a group of 4-6 players and spans levels 1-5. This pdf contains the following:
An original adventure that takes player characters through the streets of Camorr and the outskirts of the city
Full artwork for maps of the different dungeons with clear markers to show which area corresponds to the adventure
A brand new race of sentient tree creatures known as Briarlings
A full page of new magic items
A new spell that can be used for strong role playing
Several handouts to give your players as they explore the region
Unique artwork to embellish the adventure and give players an idea of important NPC's and enemies
"If you've ran through David's earlier work Lights out at the Nightwatch Lighthouse, you know that he has a style all his own. What David does well is creating adventures that feel alive, where players can feel like their choices matter and there's more than one or two threads to pull. My only fear with Urchin of Camorr is that any adventuring party that comes out of this module is going to have a hard time going back to anything else. Specifically, the number of interconnected quests that are packed within these 40+ pages is staggering. I've never ran an adventure quite like it. Keep it up." - Zac Goins, author of a Razor's Edge.
Creating and Leveling a Guild is a small supplement meant for levels 8 and above where adventurers start to accumulate wealth and wonder what they can spend it on. This allows them to create a guild hall (or other establishment) and uses a mini game to let them level the guild's renown throughout the land. This lets the players leave their mark on the world and makes interacting with the setting more exciting.
The supplement outlines how to create an adventuring guild hall and attract adventurers to go on quests to raise the guild's renown. Doing so allows the guild a chance to collect small treasures that the players can use in game. The supplement also comes with an example guild sheet to show how easy it is to track the results of this mini-game and a blank sheet to track your players' own guild's progress.
If you like the idea of Matt Colville's Strongholds' & Followers but want something way more compact with less prep for the Dungeon Master, feel free to give this a look over.
Creating and Leveling a Guild seems like a very interesting supplement to read, and the prospect of players creating their own guild instead of joining one sounds like it could create for some unique experiences.
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Check out my website for free NPCs, magic items, and plot hooks to add to your world:
Speaking from my own game, it really did. Our group was exploring the continent. It was an incredible journey, but along the way they would occasionally run across some adventurers that were willing to join their guild. It gave a stronger connection to the people in their guild. Near the end of the game, they finally returned to the city and visited the guild in time to oversee a wedding for one of their members. It really helped them leave a mark in our homebrew world that is still there currently and because it was a mini game, I didn't have to do a ton of work to keep the narrative of the guild going behind the scenes.
The small coastal town of Pinepass spends its days in relative peace until the nearby lighthouse stops shining. Nobody knows what could be the cause but with reports of one ship already wrecked along the shores it won't be much longer before others follow. Travel across open ocean to reach the Nightwatch Lighthouse and reignite the flames above while also investigating the other much darker deeds below.
Lights Out at the Nightwatch Lighthouse is a 6 page, one-shot adventure for DnD Fifth Edition, set in a nondescript location allowing for it to easily be inserted into any current campaign. This adventure can be a single night of fun for a group of 4-6 level 1-3 players or it could easily turn into the start of a larger campaign using some of the open story hooks littered throughout. The adventure contains the following:
A preset reason for the adventurers to be working together
A small role play exchange at the beginning to get access to a charter boat
An open water encounter where characters can use a harpoon gun in combat (mechanics included)
A skill encounter where characters investigate an abandoned boat to suss out clues and information about a missing person and anything that might be coming there way
Unique magic items
A fully illustrated map
A dungeon crawl through a lighthouse
An interesting cursed item that can lead to intense role play moments
For the DM, there are a few open ended quest lines sprinkled throughout in case there is interest to turn this one shot into a full campaign. These come with suggestions on how to move forward with each of them.
The paths that we must all follow are painted in the night sky; the stars the lights that guide the way. Old soothe sayers and stargazers have sung of these paths for generations. They claim destiny waits for all those willing to look up and take in the signs hidden in the skies. To some these are old wives tales meant only to entertain, but for others there are truths in these tales.
The Oath of the Celestial is a Paladin subclass that uses fate and astrology as its theme. Features of this subclass allow the player, and those friendly to their character, an ability to siphon some hit points back after causing damage to an enemy. It lets you ignite your foe in searing star fire that pushes past resistances and even gives you the ability to use lay on hands as an offensive feature.
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I'm going to start gathering all of my DM's Guild content and posting it in this thread. You can see the full list of my stuff here.
Pay What You Want! Available here: https://www.dmsguild.com/product/283994/The-Urchin-of-Camorr
A large tier 1 adventure for a party of 4-6 players that spans levels 1-5.
Conflict is growing on the outset of the kingdom of Camorr but something far worse is happening inside its city walls. Reports of children going missing from the slums have started spreading throughout the city. Many believe they are looking to join the conflict, others believe they have simply run away, but something far worse is at play here. Investigate the disappearance of the most recently missing child and follow the clues to figure out the truth but keep an eye out, while you do so. You never know who you can trust.
The Urchin of Camorr contains over 40 pages of material for a longer campaign. This story can be set into any major city allowing for ease of use for any table. The game is meant for a group of 4-6 players and spans levels 1-5. This pdf contains the following:
"If you've ran through David's earlier work Lights out at the Nightwatch Lighthouse, you know that he has a style all his own. What David does well is creating adventures that feel alive, where players can feel like their choices matter and there's more than one or two threads to pull. My only fear with Urchin of Camorr is that any adventuring party that comes out of this module is going to have a hard time going back to anything else. Specifically, the number of interconnected quests that are packed within these 40+ pages is staggering. I've never ran an adventure quite like it. Keep it up." - Zac Goins, author of a Razor's Edge.
A Pay What You Want supplement: https://www.dmsguild.com/product/283126/Creating-and-Leveling-a-Guild
Creating and Leveling a Guild is a small supplement meant for levels 8 and above where adventurers start to accumulate wealth and wonder what they can spend it on. This allows them to create a guild hall (or other establishment) and uses a mini game to let them level the guild's renown throughout the land. This lets the players leave their mark on the world and makes interacting with the setting more exciting.
The supplement outlines how to create an adventuring guild hall and attract adventurers to go on quests to raise the guild's renown. Doing so allows the guild a chance to collect small treasures that the players can use in game. The supplement also comes with an example guild sheet to show how easy it is to track the results of this mini-game and a blank sheet to track your players' own guild's progress.
If you like the idea of Matt Colville's Strongholds' & Followers but want something way more compact with less prep for the Dungeon Master, feel free to give this a look over.
Creating and Leveling a Guild seems like a very interesting supplement to read, and the prospect of players creating their own guild instead of joining one sounds like it could create for some unique experiences.
Check out my website for free NPCs, magic items, and plot hooks to add to your world:
dmresourcechest.com
Speaking from my own game, it really did. Our group was exploring the continent. It was an incredible journey, but along the way they would occasionally run across some adventurers that were willing to join their guild. It gave a stronger connection to the people in their guild. Near the end of the game, they finally returned to the city and visited the guild in time to oversee a wedding for one of their members. It really helped them leave a mark in our homebrew world that is still there currently and because it was a mini game, I didn't have to do a ton of work to keep the narrative of the guild going behind the scenes.
One Shot Adventure for new players! https://www.dmsguild.com/product/257056/Lights-Out-at-the-Nightwatch-Lighthouse
The small coastal town of Pinepass spends its days in relative peace until the nearby lighthouse stops shining. Nobody knows what could be the cause but with reports of one ship already wrecked along the shores it won't be much longer before others follow. Travel across open ocean to reach the Nightwatch Lighthouse and reignite the flames above while also investigating the other much darker deeds below.
Lights Out at the Nightwatch Lighthouse is a 6 page, one-shot adventure for DnD Fifth Edition, set in a nondescript location allowing for it to easily be inserted into any current campaign. This adventure can be a single night of fun for a group of 4-6 level 1-3 players or it could easily turn into the start of a larger campaign using some of the open story hooks littered throughout. The adventure contains the following:
Oath of the Celestial: A Paladin Subclass
The paths that we must all follow are painted in the night sky; the stars the lights that guide the way. Old soothe sayers and stargazers have sung of these paths for generations. They claim destiny waits for all those willing to look up and take in the signs hidden in the skies. To some these are old wives tales meant only to entertain, but for others there are truths in these tales.
The Oath of the Celestial is a Paladin subclass that uses fate and astrology as its theme. Features of this subclass allow the player, and those friendly to their character, an ability to siphon some hit points back after causing damage to an enemy. It lets you ignite your foe in searing star fire that pushes past resistances and even gives you the ability to use lay on hands as an offensive feature.