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Thread: Member-Produced Commercial Content

  1. - Top - End - #39
    Pixie in the Playground
    Join Date
    Aug 2021
    Location
    Arizona

    Post Re: Member-Produced Commercial Content

    A couple years ago, after becoming captivated by the rpg world, I decided I wanted to write RPG material myself. I took the RPG Writers Workshop course, and have been doing it ever since. (Except a long hiatus during pandemic).

    These are what I have to offer with more on the way.

    Bitter Cold: Cold Weather Encounters

    Fill in your adventure with incredible cold weather encounters. This random encounters supplement provides hundreds of encounter variations (well over 1,000 possible permutations) for your chilling journey.

    This also includes:

    • 18 New Creatures: Snow Hag, Chillborn Drake, Black Ice, Frost Gnome, Stygian Gnoll, Crystalline Entity, and more.
    • 5 Maps: Crystal Cave, Cave Camp, Icebreaker ship, Ice Tomb, Cold Village



    These work well with the Rime of the Frostmaiden official publication or any campaign occurring in a cold climate.
    CCC-GGC02-01 Entombed

    Cold, bleak, and unforgiving the river Styx winds through sheets of ice that comprise the layer of Stygia. An iceberg, drifting through the floe, bears signs of a sahuagin massacre. Sent to find a neutral third party, a clever devil asks the characters to investigate.

    A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8.

    ADVENTURERS LEAGUE LEGAL

    CCC-PFF02-01 Mystery of the White Worm

    This adventure takes the party on an expedition to the Glacier of the White Worm to investigate reports of increased activity around the supposed location of the fabled Barroch's Hold near the center of the frozen ice.

    A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8

    ADVENTURERS LEAGUE LEGAL

    Hidden Cove

    This 4-hour module takes the characters from a hidden cove near the Moonsea to hidden tunnels leading under the Glacier of the White Worm. What starts as a recovery mission leads to the uncovering of a much more sinister plot.

    Optimized for a group of level 7's (APL 7), this adventure can be adjusted for any Tier 2 party.
    Inside you'll find:


    • Three battlemaps
    • Introducing the ice encrusted skeleton, a hardier version of the standard skeleton for colder climates.

    Knightmares

    One of the fiercest most flavorful foes any adventurer can face, the dreaded death knight's reputation is just as foreboding as its presence.

    KNIGHTMARES 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 89-page supplement click the link to go over what it contains, too much to list here.

    Lost in Shadow

    Experience Lost Mine of Phandelver like you never have before, from another plane!

    This alternate starter campaign takes you to all the familiar locations of the Lost Mine of Phandelver adventure from the other side of the veil. Some places look the same, some very different. The entire plane is trying to strip you of your mind, your memory, and your motivation. Discover how the Forge of Spells was fueled. Learn the location of lost adventurers from the original Phandelver expedition. See what Cragmaw Castle looked like in its prime. All of this and more, as this takes you from level 1 to level 5 with well over 20 hours of play time.

    Shadowfell Random Encounters

    Random Encounter tables for Shadowfell along with monster statblocks for the custom creatures that go with it.

    This started out as an 11-page encounter guide and has grown into a mini monster manual as well. This is an excerpt from the Lost in Shadow starter campaign.

    This settings supplement include 35 new creatures pertinent to the Shadowfell. Only some are used in the encounters table. The rest are for use in any Shadowfell adventure you choose.

    Visions of Death

    This 4 to 6 hour module goes from Saltmarsh to Baldur's Gate in a race against time. A dark vision warns of a terribly cataclysmic event in Baldur's Gate and the characters are hired to deliver supplies before its too late.

    This adventure can be adjusted for any Tier 1, 2, or 3 party. It is intended to help usher characters from the Saltmarsh area to Baldur's Gate, just in time for Descent into Avernus. A challenging voyage that should give them a wild ride with new challenges at sea.

    If you are looking for an adventure to help connect the Ghosts of Saltmarsh hardcover book with the new Baldur's Gate: Descent into Avernus book this was designed for you!

    Shipboard Encounters

    Fill in your adventure with amazing shipborne 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.

    Sigurd's Island - Tendrils of Saltmarsh Part 1

    It is revealed Sigurd had his own island. Explore Sigurd's home port in this 4 to 8 hour adventure. See what plots he had underway and discover his true agenda. Learn about the rest of his fleet, the residents of his island, and other guests that reside there. The clues left on the Sea Ghost were just the beginning. Sigurd was up to so much more.

    This adventure is presented as APL 6 (adjustable) and is intended to fill a level gap left in the Ghosts of Saltmarsh hardcover book. It ties into several items found on the Sea Ghost and extends the backstories of many of its characters.

    Inside you'll find:



    • Maps: Seven maps depicting different sections of his base and island. And one of the Snapping Line inn in Saltmarsh.
    • Ship: Stat block for a new ship called a Sloop.
    • Creatures: Eight new creature statblocks, including parrot, pirate, pirate doctor, corsair, and more.
    • Magic items: Five new magic items, including the royal navy multi-tool.

    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.

    The Serpentine Path - Tendrils of Saltmarsh Part 2

    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.

    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.
    • Creatures: Ten new creature statblocks.
    • Magic items: Eight new magic items

    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.

    Pinnacle of Power - Tendrils of Saltmarsh Part 3

    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

    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

    Spellburst
    Revised Magic Surge Mechanics

    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.
    • Contains new methods to trigger surges.


    I'm currently working on More!
    Last edited by Cryptwright; 2022-01-13 at 04:10 PM. Reason: Added more info
    All my RPG content can be found at: https://www.cryptwright.com