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Lord of Dead Dreams
For 5th Edition
Within these pages you’ll find threats from the wild places where the fey come from. Not all fey are nice and playful. Some thrive on dark dreams and nightmares. This adventure will pit characters against one such villain who revels in ripping the dream essence from mortals.
Adventure suitable for 4-6 Players of 4th-8th level
2 new magic items
1 new monster — onibara
1 unique villain — Jarease, Lord of Dead Dreams
The Krinch who Stole Father’s Winters Day
In this RPG adaptation of “The Grinch Who Stole Christmas”, a band of adventurer’s will investigate clues to lead them to the Krinch, a diabolical goblin who stole all of the gifts, decorations, and feasting foods from the citizens of Gryphongaff for the upcoming winter solstice holiday of Father Winter’s Day and perhaps learn the true meaning of the holiday.
The Krinch who Stole Father’s Winters Day is a Holiday Adventure for a Level 3-4 Adventuring Party
North Road 01: Death & Taxes for 5th Edition
Finding a module to run for your fantasy tabletop role-playing game is sometimes hit and miss. You want an adventure module that will entertain your RPG group, that will hook them with an interesting story, great characters and memorable encounters. You don’t mind doing prep, but you really don’t want to have to rewrite the whole thing to fit with your style of gaming, your group’s current levels, the rule system you are playing, or because you always have had to do that with previous modules.
Getting your players to engage beyond a single quest and to build a campaign they will want to keep returning to play is important. However, you don’t want everything to be prescriptive and you still want to be able to add your own flavour and make it your own.
You don’t want to have to drop all aspects of your homebrew world, or your house rules that have taken so long for everyone to agree upon and get used to. You also don’t want to spend hours having to bend a module to fit what you have already achieved, or to have characters start again from level 1, or whatever level the module prescribes.
If you are new to being a game master or dungeon master for your group, adventure modules can be quite complicated beasts to wrestle with. This makes it difficult to actually learn the skills required to be a good game master and to begin to create your own successful campaigns. You just want something you can actually run straight out of the book.
We at Quest Givers found that traditional modules for tabletop role-playing games tend to lack certain important components. Components that lead to frustration and having to take the adventure apart and put it back together again so that it works for your group. For beginner game masters this becomes quite a daunting task as you don’t really know how to do this and the game rulebooks give little in the way of instruction on how to actually structure a story or how to flow from scene to scene.
The first thing we found lacking was a consistent structure to the story, an easy to grasp and simple to relay structure to build interest and continuity with the players. We also found most modules don’t really give you an idea of how to portray NPCs. There is no dialogue to help you figure out how they should speak, how they carry themselves in the environment of the story and how they react to player input.
Adventures usually tend to be built around a monster encounter and the game world lacks depth and continuity, leading to player disinterest and murder-hoboism. We don’t like being lured into a purchase that lacks substance, ending in a pile of RPG books that are only ever good for picking a handful of ideas out of. Death & Taxes gives you, the game master, a wonderful starting point to a 12 episode campaign. You will find enough detail and depth to the setting to get the players to truly invest in your game and return for the next session. The group begins in a seaside fishing village that is under the burden of over taxation.
Death & Taxes is system neutral, so you are free to use any system that embraces a fantasy genre. The adventure will work for characters of different levels, so you can include it into your game at any point. We introduce a monster that is not in any monster manual, but you will enjoy creating your own stats for to be just right for your players. We only give the flavour and style of the monster; you get to do the juicy bits.
The culture of the game world, while different from most, will not be completely alien to most home brew worlds, or settings of major game systems. You will be able to easily insert this realm as another area of your world as if it had always been there. Interesting political structures, strange cultural differences and a different approach to a society that will give the players the sense that they truly are in a foreign land.
Characters and monsters are loosely described so you are able to flesh them out with your own details, change the level of severity as you see fit, but maintain the flavour of the character and its role in the story. The story provides detailed responses to character questions and plenty of rumours and utterances by the local populous to build a background to events.
The story unfolds as you read it through the first time, so you get an idea of what the players will experience when they play. The module is written in a style reminiscent of the old “choose your own adventure” book series. The narrative is event driven, so you can easily allow the players to find their own path and then use the next event to propel the story forward. Learn a little of the history of the place in books that detail more about the realm the characters find themselves in.
If you are new to being a game master, our YouTube video series will help you through the motions of putting together a great, fun and exciting game. If you are a veteran you will learn some of our philosophies of role-playing and what to expect from our approach to module design.
Any purchase you make on this website helps to support the future production of content. We are grateful for your support and want to continue to give back to you the kind of adventures you want to run for your group. New modules, more videos and RPG tools for you to use in your games.
The 3.6Mb PDF is 30 pages (including the cover). It contains black and white and full colour images, but is reasonably printer friendly.
Warning: This work contains graphic and/or extremely violent scenes. The content is not intended for children and should be considered adult in nature. It may contain horror, torture, violence, murder, death, conflict, psychologically disturbing and other adult themes. Discretion is advised
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Horris the Horned Lord 5E Encounter
Horris the Horned Lord is an encounter for 4-6 adventurers of 5th-8th level for the world’s most popular role-playing game. Perfect for Game Masters that need a single encounter or to fill in for a night of gaming. There is opportunity for social and combat encounters during a jaunt to a wizards tower on the way to or from a small town.
Horris the Horned includes four new creatures: the spelleater and greater spelleater minotaur, elite bugbear of the horned king, and bugbear witchdoctor of the horned king. There is also a map of the wizard’s tower.
Muckwuggle the Frog God for 5th Edition
For 5th Edition
Muckwuggle the Frog God was spawned from a Nerdarchy video like many of our products. We take inspiration from amphibians and unleash the dread cult of the Frog Gods upon the world.
Uses for Muckwuggle
Whether you need an adventure for the evening or to spark the seeds of a whole campaign look no further. The Frog God Patheon and the myth of the Toad Father will keep your players hopping..
What You’ll Find Inside
Within these pages you’ll find new monsters, NPCs, Lore of the Frog God Patheon, traps, adventure hooks, and magic-items.
Secrets of the Vault: Monster Menagerie Volume 1 for 5th Edition
For 5th Edition
Uses for Monster Menagerie
What You’ll Find Inside
Fantastical Mounts for 5E
A resource for Dungeon Master and player alike. Nerdarchy introduces five new and unique mounts ready for your 5E game from our Chimes of Discordia campaign setting. This digital book includes rules for these creatures with regards to trade goods, training, and adding flavor to your campaign world. There’s even multiple versions the different mounts we introduce. Perhaps you’ll even find your druids assuming the guise of a dranther or kangoram in your game.
Bestiary of Benevolent Monsters for 5th Edition
For 5th Edition
You can never have too many monsters for you 5th Edition game. That is why we created Bestiary of Benevolent Monsters. We wanted to fill a niche within the game that is being under served. To that end we set out to construct new and interesting monsters of a good persuasion.
Uses for Good Monsters
Maybe you need to adjust the attitude of some murder hobos. You could be running an evil campaign. Perhaps you’d like to set up an epic misunderstanding between the player characters and entities that are champions of good.
What You’ll Find Within
30 pages of monsters. Generic uses for any good monsters for your 5th Edition campaign as well as specific uses for the monsters contained within these pages. Each monster entry includes DCs for lore checks and what proficiency to use. And of course stat blocks for each new monster.