I just realized DND Beyond probably has some forums and I bet those forums have some people that might be interested in my DM's Guild offerings :) So I'd like to present the audience here what I've done and I'll try to update it as I add more to my collection.
More details if you follow the links. I don't want to be too redundant :)
Adventures
Lost in Shadow: This is an alternate starter campaign that takes you to some familiar locations of Lost Mine of Phandelver adventure but from the Shadowfell side of the veil.
Visions of Death: This adventure is designed to expedite you from Saltmarsh to Avernus as you change hardcovers.
Hidden Cove: This 4 hour adventure takes your characters on an adventure in the Moonsea.
Supplements
Cragmaw Castle Rebuilt: These maps were built for my Lost in Shadow campaign book but if anyone has characters using Cragmaw Castle as their own these maps show it in its former glory. Two stories above ground, one underground.
Hellborne: This is a character options supplement that adds complexities if you die in Avernus.
Shadowfell Random Encounters: This is an excerpt from my Lost in Shadow campaign. 20+ pages of random encounters for the Shadowfell.
The rest of my DM's Guild products can be found here: Full DM's Guild Collection Full DMs Guild Collection
If Adventurer's League is not your thing, these can be easily integrated into a Rime of the Frostmaiden campaign, due to their frozen and glacial context.
In addition to my two adventures, my writing partner got his published. These I consulted on and helped playtest:
Two new items have been released since the original thread:
Sigurd's Island: This is part 1 of the Tendrils of Saltmarsh trilogy. It expands on the Captain Sigurd "Snake Eyes" character. Players go to his hidden island base and learn what else he was involved in. Introduces a new ship called a Sloop and includes a map of the Snapping Line inn. Great for those running Ghosts of Saltmarsh campaigns.
Knightmares: This supplement brings you new material to create rich death knight villains for your campaign's narrative and higher tier conflicts. Develop intriguing backstories and powerful foes with this guide to one of the games most intimidating creatures. Equip them with magic weapons and new mounts, then assemble an army. Throw all that in one of eleven included lair maps, and you have yourself an incredible challenge for your players meet and overcome.
This includes maps for lairs, weapons, minions, magic items, mounts, and more.
These work great as darklords for your domains of dread.
Shipboard Encounters: Fill in your adventure with amazing nautical encounters. This random encounters supplement provides hundreds of encounter variations (over 1,000 possible permutations) for your ocean going voyage.
This also includes:
13 New Creatures: Algae Amalgam, Brine Ooze, False Jellyfish, Hammerhead Turtle, Oil Sludge, Rum Barrel Golem, Sea Serpent, and more.
5 Maps: Dogger Fishing Boat, Prison Barge, Whale Carcass, Recreation Barge and a Smoldering Fort
These work well with the Ghosts of Saltmarsh official publication or any campaign using ocean travel.
Gellan Primewater feels his enterprise may be in danger. He has sent his eldest daughter to investigate.
A local official has found a message in a wine bottle, a plea for help. Worried about affairs at the winery he wants the party to investigate and make sure nothing there is threatening.
This adventure is presented as APL 8 (adjustable) and is intended to fill a level gap left in the Ghosts of Saltmarsh hardcover book. It ties into several items found at the Haunted House and on the Sea Ghost and extends the lore of the area. This adventure takes 4 to 8 hours to play through. This can also be run as a completely standalone adventure on a mysterious island winery.
Inside you'll find:
Maps: Eight maps depicting different areas of the island and the large Priory of the Preeminent. There is also a map of the Empty Net in Saltmarsh.
Ship: Statblock for a new ship called a Cargo Schooner.
Bitter Cold: Cold Weather Encounters. Hundreds of combinations of random encounters for your icy, snowy, arctic, or any cold weather campaign (including Rime of the Frostmaiden)
These are not only combat, but social, explorative, and skill tests as well.
This also includes:
18 New Creatures: Snow Hag, Chillborn Drake, Black Ice, Frost Gnome, Stygian Gnoll, Crystalline Entity, and more.
Manistrad Copperlocks and her dwarven crew have stumbled upon a secret beneath the mountain.
The dwarven miners have broken through into a underground river, but that's not what worries them. It's where it leads that has them concerned. They need a brave set of souls to investigate and see what is in store for Saltmarsh.
The adventurers venture deep into the underdark below Saltmarsh and uncover a dastardly yuan-ti plot. This adventure is presented as APL 10 (adjustable) and is intended to fill a level gap left in the Ghosts of Saltmarsh hardcover book. It ties into various Scarlet Brotherhood schemes around town and makes use of locations throughout Saltmarsh, such as the mine, the Wicker Goat, the Standing Stones, and more. This adventure takes 8 to 12 hours to play through.
Inside you'll find:
Maps: Six maps depicting many underground areas near Saltmarsh, including the Coil of the Chosen, a giant yuan-ti ziggurat. There is also a map of the Wicker Goat and the Standing Stones in Saltmarsh.
Ships: This has a new version of the folding boat, and a statblock for a new ship called a Ferry.
Creatures: 15 new creature statblocks.
Magic items: Ten new magic items
Enjoy a new area of the underdark below Saltmarsh and the Hool Marshes, a ledge that lay forgotten for centuries and is now in use again.
Procan's Promenade A celebration for the dead is suddenly halted as mysterious man is murdered in plain view.
The night is young and the merrymakers of Saltmarsh are enjoying their annual celebration. People from all over come dressed in costume to perform the annual march of the dead, from the sea to Procan's Temple. This traditional way to honor those lost at sea has become a yearly staple of the town. Suddenly, an unexpected intrusion turns the night dour.
This adventure makes for a great Halloween or masquerade session. The characters are enjoying a festival in Saltmarsh when danger suddenly arrives. This is presented as APL 3, but plays well at any level of Tier 1. Occurring in the town of Saltmarsh, introduced in Ghosts of Saltmarsh, this is easily adjusted to fit into any port city. This is a 4-hour adventure.
Inside you'll find:
Maps: Maps of the Snapping Line inn, Crabber's Cove, and a lost catacomb.
Includes new creatures and new magic items.
Contains a new Promenade Trinkets table for fun trinkets to hand out during the parade.
This adventure helps build upon the fantastic area Ghosts of Saltmarsh has created and strengthens a campaign using that book, though it can be run as a one-shot as well.
Desert Encounters tables for arid and barren wastelands.
Compliment your campaign with a variety of random desert encounters. This supplement provides hundreds of encounter variations (well over 1,000 possible permutations) for your sandy journey.
This also includes:
12 New Creatures: Armored Sandworm, Bone Giant, Clawed Shrub Hunter, Salt Golem, and more.
These new rules help add chaos to your game and give more opportunity to trigger unleashed magic for benefit or detriment. There are items that trigger surges, creatures that unleash them, and tables that cater the surges to their particular school of magic. Inside you'll find:
Tables: A surge table per school of magic, magic schools table, whimsical backlash table
Includes new creatures and new magic items related to magic surges.
The Rookery, Domain of Delight This Feywild demiplane was once a flourishing nature preserve meant to help rehabilitate endangered and threatened creatures. The book containing it was lost and rediscovered centuries later. These modules take adventurers through the plane to learn what transpired while it was abandoned.
Enjoy these Adventurers League legal 5e supplements.
This adventure takes you to the Bastion of Rebirth, which serves as a visitor's center with in the Rookery. Help Rory Tanglefoot repair the structure and set up a headquarters to further explore the lost domain.
The last blood dragon seeks assistance relocating her lair and hoard while she protects her clutch fearful the predator that killed her mate will return.
The administrator of the Bastion of Rebirth needs a capable group to scout the island surrounding the fortress. There are reports of an aggressive beast, fears of an oppressive volcano, concerns for a lost village, and mysteries to uncover.
Take your party through an island that has been lost for centuries. Find the beast killing the wildlife, investigate an active volcano, locate the ruins of an ancient village, and uncover mysteries of the island's past.
Hello Everyone!
I just realized DND Beyond probably has some forums and I bet those forums have some people that might be interested in my DM's Guild offerings :) So I'd like to present the audience here what I've done and I'll try to update it as I add more to my collection.
More details if you follow the links. I don't want to be too redundant :)
Adventures
Lost in Shadow: This is an alternate starter campaign that takes you to some familiar locations of Lost Mine of Phandelver adventure but from the Shadowfell side of the veil.
Visions of Death: This adventure is designed to expedite you from Saltmarsh to Avernus as you change hardcovers.
Hidden Cove: This 4 hour adventure takes your characters on an adventure in the Moonsea.
Supplements
Cragmaw Castle Rebuilt: These maps were built for my Lost in Shadow campaign book but if anyone has characters using Cragmaw Castle as their own these maps show it in its former glory. Two stories above ground, one underground.
Hellborne: This is a character options supplement that adds complexities if you die in Avernus.
Shadowfell Random Encounters: This is an excerpt from my Lost in Shadow campaign. 20+ pages of random encounters for the Shadowfell.
The rest of my DM's Guild products can be found here: Full DM's Guild Collection Full DMs Guild Collection
I should note that the adventures are on sale until the end of this Valentine's weekend (Midnight 2/17/2020).
Valentine's Weekend Bundle 2020
My Adventurers League legal CCC modules were finally published!
This takes you to a mysterious iceberg that has floated into sight. Can easily be tweaked to work into a Rime of the Frostmaiden adventure as well :) [Paid] https://www.dmsguild.com/product/334410/CCCGGC0201-Emtombed
This one takes you across the Glacier of the White Worm to see if rumors about activity within are true.
https://www.dmsguild.com/product/334409/CCCPFF0201-Mystery-of-the-White-Worm
If Adventurer's League is not your thing, these can be easily integrated into a Rime of the Frostmaiden campaign, due to their frozen and glacial context.
In addition to my two adventures, my writing partner got his published. These I consulted on and helped playtest:
This is a tour through Maladomini provided by the master.
https://www.dmsguild.com/product/334210
And I helped with the cover of this one!
This one takes you across the Glacier of the White Worm to see if rumors about activity within are true.
https://www.dmsguild.com/product/334208
Hope everyone enjoys them!
Two new items have been released since the original thread:
Sigurd's Island: This is part 1 of the Tendrils of Saltmarsh trilogy. It expands on the Captain Sigurd "Snake Eyes" character. Players go to his hidden island base and learn what else he was involved in. Introduces a new ship called a Sloop and includes a map of the Snapping Line inn. Great for those running Ghosts of Saltmarsh campaigns.
Knightmares: This supplement brings you new material to create rich death knight villains for your campaign's narrative and higher tier conflicts. Develop intriguing backstories and powerful foes with this guide to one of the games most intimidating creatures. Equip them with magic weapons and new mounts, then assemble an army. Throw all that in one of eleven included lair maps, and you have yourself an incredible challenge for your players meet and overcome.
This includes maps for lairs, weapons, minions, magic items, mounts, and more.
These work great as darklords for your domains of dread.
Additionally, the Tier 1 Shadowfell starter campaign, Lost in Shadow, is on sale until the end of July 4th.
Discount Link: https://www.dmsguild.com/browse.php?discount=9c9a087276
Another edition to this list.
Shipboard Encounters: Fill in your adventure with amazing nautical encounters. This random encounters supplement provides hundreds of encounter variations (over 1,000 possible permutations) for your ocean going voyage.
This also includes:
These work well with the Ghosts of Saltmarsh official publication or any campaign using ocean travel.
Product Link: https://www.dmsguild.com/product/364986/Shipboard-Encounters
Just released...
The Serpentine Path: Part 2 of Tendrils in Saltmarsh
Gellan Primewater feels his enterprise may be in danger. He has sent his eldest daughter to investigate.
This adventure is presented as APL 8 (adjustable) and is intended to fill a level gap left in the Ghosts of Saltmarsh hardcover book. It ties into several items found at the Haunted House and on the Sea Ghost and extends the lore of the area. This adventure takes 4 to 8 hours to play through. This can also be run as a completely standalone adventure on a mysterious island winery.
Inside you'll find:
Link Below:
The Serpentine Path - Dungeon Masters Guild | Dungeon Masters Guild
Link to Part 1 - Sigurd's Island
https://www.dmsguild.com/product/362419/Sigurds-Island
New Cold Weather random encounters supplement...
Bitter Cold: Cold Weather Encounters. Hundreds of combinations of random encounters for your icy, snowy, arctic, or any cold weather campaign (including Rime of the Frostmaiden)
These are not only combat, but social, explorative, and skill tests as well.
This also includes:
These work well with the Rime of the Frostmaiden official publication or any campaign occurring in a cold climate.
Product Link: https://www.dmsguild.com/product/366544/Bitter-Cold-Cold-Weather-Encounters
Pinnacle of Power - Tendrils of Saltmarsh Part 3
Manistrad Copperlocks and her dwarven crew have stumbled upon a secret beneath the mountain.
The adventurers venture deep into the underdark below Saltmarsh and uncover a dastardly yuan-ti plot. This adventure is presented as APL 10 (adjustable) and is intended to fill a level gap left in the Ghosts of Saltmarsh hardcover book. It ties into various Scarlet Brotherhood schemes around town and makes use of locations throughout Saltmarsh, such as the mine, the Wicker Goat, the Standing Stones, and more. This adventure takes 8 to 12 hours to play through.
Inside you'll find:
Enjoy a new area of the underdark below Saltmarsh and the Hool Marshes, a ledge that lay forgotten for centuries and is now in use again.
Links Below:
Product Link - Pinnacle of Power
Link to Part 1 - Sigurd's Island
Link to Part 2 - The Serpentine Path
Link to the Full Bundle - Tendrils of Saltmarsh
Procan's Promenade
A celebration for the dead is suddenly halted as mysterious man is murdered in plain view.
This adventure makes for a great Halloween or masquerade session. The characters are enjoying a festival in Saltmarsh when danger suddenly arrives. This is presented as APL 3, but plays well at any level of Tier 1. Occurring in the town of Saltmarsh, introduced in Ghosts of Saltmarsh, this is easily adjusted to fit into any port city. This is a 4-hour adventure.
Inside you'll find:
This adventure helps build upon the fantastic area Ghosts of Saltmarsh has created and strengthens a campaign using that book, though it can be run as a one-shot as well.
Product Link: Procan's Promenade
This can also be a sidequest or starter quest for the Tendrils of Saltmarsh trilogy here: Tendrils of Saltmarsh
Blistering Sun: Desert Encounters - Dungeon Masters Guild | Dungeon Masters Guild
Desert Encounters tables for arid and barren wastelands.
This also includes:
Spellburst
Spellburst - Magic Surge Mechanics - Dungeon Masters Guild | Dungeon Masters Guild
Revised mechanics for magic surges.
Inside you'll find:
This Feywild demiplane was once a flourishing nature preserve meant to help rehabilitate endangered and threatened creatures. The book containing it was lost and rediscovered centuries later. These modules take adventurers through the plane to learn what transpired while it was abandoned.
The Care and Maintenance of the Rookery - WBW-DC-ROOK-1-1 Tier 1, APL 2, 4 hours - The Care and Maintenance of the Rookery
Rapid Resettlement in the Rookery - WBW-DC-ROOK-2-1 Tier 2, APL 8, 4 hours - Rapid Resettlement in the Rookery
The Rookery: Rise of the Everplume - WBW-DC-ROOK-1-2 Tier 1, APL 3, 4 hours - The Rookery: Rise of the Everplume
Product Links:
Rookery 1-2: The Rookery: Rise of the Everplume
Rookery 1-1: The Care and Maintenance of the Rookery
Rookery 2-1: Rapid Resettlement in the Rookery
More in the series to follow. The domain originally premiered at Arizona Game Fair 2022