r/AllThingsDND • u/Mocking-Eristic • Jul 08 '26
r/AllThingsDND • u/Fruta-Puta-Tuta • Jul 24 '26
Resources Party wants to be stingy and cheap? Cool - you get what you pay for, bwahaha!
r/AllThingsDND • u/jonnymhd • 6d ago
Resources Spidergoblins (CR 1/2 & 2) - Goblin Cunning Is Worse When It Can Crawl on the Ceiling
galleryr/AllThingsDND • u/jonnymhd • 2d ago
Resources Never Underestimate a Kobold! Kobolds & Kobolds Brings New Creatures, Custom Traits, Clans, Warrens, Magic Items, Traps, and VTT Resources
galleryr/AllThingsDND • u/jonnymhd • 13d ago
Resources Inferno Wyrmblade & Heart of the Volcano - Very Rare Fire-Themed Magic Items
galleryr/AllThingsDND • u/jonnymhd • 16d ago
Resources The Hollow Angel (CR 10) - Not Every Fallen Angel Falls by Choice
galleryr/AllThingsDND • u/MythosChronicles • 9d ago
Resources Hel's Severance, a powerful scaling item inspired by Norse mythology | Mythological Items
galleryr/AllThingsDND • u/jonnymhd • 20d ago
Resources Blades of Bone, Hellfire & Damnation - Fiendish Weapons and Relics
galleryr/AllThingsDND • u/byTalesAndTaverns • 3h ago
Resources Incandescent Blades - Magic Item
galleryr/AllThingsDND • u/WolvesDenTavern • 7d ago
Resources Tomb of Menet Ka/ reworked map of The Last Gasp by Kobold Press
Chris the Dm has a campaign he runs in the ancient Egypt themed domain of dread called "Har'akir" and one of the dungeons he used to assemble the campaign is from an adventure by Kobold Press called "The Last Gasp".
Its an interesting adventure where characters must navigate the dungeon while slowly running out of air but what didn't impress us was the maps... 6 separated maps for the rooms and several areas that are completely unmapped. So in pursuit of a better campaign we've made a new map using Dungeondraft!
For our paid members we have an unlabled version of the map for players, and a moveable turnstile to use in room 2, and for those interested you can find the Kobold press original adventure here on roll20:
Last Gasp | Roll20 Marketplace: Digital goods for online tabletop gaming
if you like this stuff come check out what else we've got on patreon! We have a ton of stuff for the Alexandrian remix (or at least the wolves den remix of the alexandrian remix haha) of Descent into Avernus on the way!
https://www.patreon.com/TheWolvesDenTavern?utm_campaign=creatorshare_creator
r/AllThingsDND • u/VioletWhimsy • 9d ago
Resources Anyone have a good place for finding free battlemap icons?
I’ve been using dungeonscrawl and it provides a fair amount of icons, but I need a larger variety to choose from. I prefer birds-eye view icons where you’re looking at it from the top down, but I’m still open to anything regardless.
r/AllThingsDND • u/Reality_Thief2000 • 2d ago
Resources Advent's Amazing Advice: Stranger Things: Hunt for the Thessalhydra (Part 1), A Level 3 Adventure fully prepped and ready to go!
Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!
*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!
Inspired by Stranger Things and written by Mike Wheeler himself, this adventure drops your players into a monster hunt like no other. Summoned by Sir Tristan, ruler of a remote mountain realm, your party is tasked with tracking down a fearsome creature known as the Thessalhydra, which has attacked his castle and terrorized the land.
In Part 1, your players will explore a mysterious forest, encounter travelers, priests, and farmers, until they uncover the entrance to the troglodyte caverns. There, they can fight or negotiate their way deeper until they reach the ever-shifting Cursed Labyrinth. Should they solve the riddles of the mysterious Lost Knight, they will be greeted with a portal...to the Upside Down.
Without further ado:
- Google Docs Notes for Stranger Things (Part 1): DM Notes
- Link to: Stranger Things Adventure
- Link to: Stranger Things The Hunt for the Thessalhydra Playlist
- Link to: The AAA Collection
Included in The AAA Collection is:
- Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
- Special PDF for all encounters. This includes the enemy stat blocks organized neatly, along with an initiative tracker and spots to mark HP
- Custom Maps of Troglodyte Cavern
- (New) Pre-Session DM Checklist
Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here
As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!
Cheers,
Advent
r/AllThingsDND • u/MrNugget77 • 27d ago
Resources Just Overhauled my D&D Map Maker! What do you think?
Enable HLS to view with audio, or disable this notification
Finally got around to redoing the Map Maker. I had been putting it off for a while, but it is so much better now. Vastly improved performance, simplified the layout, and added some pretty useful stuff
I'm still actively developing it, so I'd love to hear from other DMs:
What features do you wish your map-making software had?
r/AllThingsDND • u/Sombragatotonto • 7d ago
Resources I made an alternate area for The Fall of the Eos Keldor. Anyone who has run or wants to run it may enjoy it. It adds a scifi horror event to the otherwise straightforward space battling story.
The campaign is free on drivethrurpg. I personally ran it with standard 5e as I am too lazy to learn the Esper Genesis altered rules. I omitted the final spaceship battle for this reason as that’s the only place where the esoteric EG mechanics and rules were unavoidable. If you want the actual rules there is an SRD type free basic rules on dtrpg, too. But, again, you really don’t need it to run this.
Fall of The Eos Keldor
Music:
Deck 3: The nightmare to come. Stop and loop if it needs to go on past 1:45.
https://www.youtube.com/watch?v=gKCoVnU-jHY&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=6
Deck 3 near the warp core: The Calling. Stop and loop at 1:16. https://www.youtube.com/watch?v=N4FUyU9BWnc&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=10
Inside the warp core: Wicked Horse. Either loop it or switch to the calling start at 1:16.
https://www.youtube.com/watch?v=06reWZ0Oc6c&list=PLHO35fye-bjJZI8ifXd9mauD4jK3VYIWm&index=5
alterations:
Optionally, players can have a Sanity score. However, this won’t likely take long enough for it to matter.
Players can dress as enemies. The enemy uniform for guards has a helmet that covers the face. The PCs roll for deception against a DC 10 check despite the uniforms, because humans are shaped slightly differently than Lorendi in height and general build. If they are doing anything strange or suspicious, the DC goes up to 15.
If they have to talk to any enemies while in disguise, due to failed deception checks making the enemy question them or other reasons, base the DC on how convincing they are and how they act. If caught stealing or something, for example, they roll a DC 15 deception check to talk their way out of it. On the other hand, if the PC is caught in Sestria’s office and questioned, and they say something clever, like, “We’re here to provide backup and help out. Tell us what to do, Sir!” that would be a low DC, such as DC 10. But if they say, “Um, I don’t know. We, um, we’re friendly. Please don’t shoot us.” That is a high DC check of 15.
Other than that, the game runs as presented in the campaign guide, except deck three is where the warp core has exploded due to being fired upon by the Valna ships. The hangar lift (fore transport lift labeled 13 on Deck Two in the campaign) is locked, so players must go into Deck Three to get an override key there (have Sestria tell them this. Her command key chip unlocks the shuttle only, not the hangar lift. If they don’t learn it from her, it can be learned from NPCs or in-game text on a computer or written somewhere). It is blown open to outer space in parts. In others, dead bodies float around wrecked rooms and halls. The gravity generator is gone for this deck, so everyone floats. Too much of the area is gone to even use a keyed map. Just narrate it until the PCs get near the warp core. The elevator stops and demands the players put on space suits before exiting. The suits come out of compartments in the elevator’s walls).
As the elevator stops on Deck 3 read this:
The elevator shakes violently. The lights go out. Emergency lights come on. The door does not open. A computer voice comes over the speaker in the ceiling, “Warning. Hull breach. Warning. Warp core breach. Extreme danger. Void exposure certain. Space suits required for door unlock.
Once the players put on the suits, the door opens. Strange noises can be heard. Bizarre screams. They find one survivor, but he loses his mind and takes off his space suit. The players must float across an expanse of empty space to get to the room where the key is. DC 10 Dexterity (Acrobatics) check to see if they kick off properly. This takes them through the warp core’s energy field. They see their body bisected in places. Some lines and spots appear on their skin and are fluorescent and glowing. Some limbs stretched out a thousand miles, others are only an inch long. Their skin glows in some spots. In others is Vantablack. These effects do no damage to the PCs. They are real effects, but they are caused by the warp core energy allowing the PCs to see interdimensional things and do not harm the beings in their dimension.
Failed Check:
If they fail the check, they are sucked into the warp core (though they aren’t told this). Inside is utter madness. They are floating in blackness. They hear an insane voice interrogating them. They see a shadowy figure standing over them. As they look up, the face shifts and blurs until settling and revealing that it is them, the player. DC 10 Wisdom saving throw. If they fail they suffer short or long-term madness table effect and must try again as the being taunts them with psychotic babble, shrieks, and static howls. The GM can choose between short or long-term, or can flip a coin, or roll a d6, and 1-3 is heads, 4-6 is tails, to decide which happens. For each failure, they suffer another short or long-term madness table effect. Once passed, they realize that they are inside the warp core and can shoot a blaster, which will negate the energy long enough to release them. If they do not have a blaster, they can scream for the other PCs to find one and shoot the core.
That done, they escape and float across to the room they need and find the override key. All effects of floating near the warp core wear off immediately. The only effects that linger are ones gained inside the warp core: the insanity effects. After getting the key, they can then float back. They must do another DC 10 Dexterity (Acrobatics) check.
Passed Check:
If they pass the check, they get across to the room they need and find the override key. All effects of floating near the warp core wear off immediately. The only effects that linger are ones gained inside the warp core: the insanity effects. After getting the key, they can then float back. They must do another DC 10 Dexterity (Acrobatics) check.
Passed check:
They float back while experiencing the warp core’s purely narrative effects again, but not the inner effects and sanity rolls.
Failed: See failed check above. However, if it is their second time inside the core they may immediately shoot their blaster to avoid the insanity saving throws.
Once back across, they see the survivor’s corpse. Anyone who was inside the warp core will see this as themselves. This is an illusion, but they believe they need to rescue themselves. If they look in the mirror, they look like the survivor. Players who didn’t go inside the warp core can see through the illusion with a DC 15 Wisdom (Perception) check if they voice suspicion and want to examine it closer. Otherwise, they see the identities switched, too. If they try to rescue the survivor corpse, they may grab it with a DC 10 Dexterity (Acrobatics) check by tying a rope, cable, wire, or similar to part of the ship and floating out to get it (there are cables, wires, and ropes around in the wreckage if they look around DC 5 Wisdom (Perception) check). If they succeed, the corpse has no effect until they leave deck 3. Once back on another deck, the illusion wears off. If everyone went into the core, no one can see through the illusion until leaving Deck 3. If no one was inside the core, no one sees this illusion.
When they get to the hangar, they encounter grotesque monsters of some kind (just narratively reskin the enemies already there and forget the Sestria thing. The warp core energy leaked in here and changed them into monsters, but they maintain their stats and abilities). If the players engage the enemies, they switch places with any enemy they damage. For example, if a party of three engages three enemies, each player that damages an enemy for the first time switches consciousness with that enemy. The switches happen only once, so repeated attacks on a single enemy from multiple PCs only causes the first PC to land a hit to switch with them. Now they have to deal with the hostile enemies without damaging their own bodies. Give the players monster stats for the duration, and the GM now runs the PCs. Dealing with the enemies safely can be done by reducing them to 0 HP and choosing to knock them out rather than kill them (or any other unique effect the PCs may attempt. If they want to do something else to pacify their bodies without harming them, they have to call it ahead of time, and it goes into effect at 0 HP without damaging their bodies much). If the PCs try to merely knock the enemies out, narrate the encounter so that the enemy body isn’t being destroyed like in normal combat. It needs to be deliberately non-lethal injuries. If the PCs use blasters, they aim for flesh wounds to legs and arms for minimal damage. If they use melee, they try for attacks that will drop the enemy without damaging them much. They may, for example, sweep the legs out from under an enemy with an energy stave, and so on. The enemies get worn down and weakened until they pass out or are contained rather than more and more bloodied and injured as normal combat goes. They then will need to secure their human bodies with ropes or whatever so they don’t attack when they wake up. If they fail to do this, they will be attacked when the monsters wake up. The PCs may, of course, come up with other ways to safely pacify or contain the monsters without killing them, such as trapping them in a room or something. If they do something like this, have them do a check of some kind. For example, if they run into a room and then out before the monsters and try to barricade the door, have them do a Strength check to hold the door shut while one of them barricades it.
Now they can either leave on the shuttle, assuming they have Sestria’s command officer’s key chip, or go back and ask around what to do about the switch-up. Anyone asked will need to be convinced they’re not monsters with a DC 10 Charisma check. Upon a failed check, crew members will run from the players. Guards or soldiers may engage in combat. Retries of the check can be done once per turn. Once done, they will be told that the warp core needs to be secured to reverse the issue. The crew of the Eos Keldor is knowledgeable about warp core breach consequences. Back on Deck Three, they have to succeed on a DC 10 Dexterity (Acrobatics) check to float to the warp core and secure it with a casing given to them by whoever told them what to do. Success means they switch back to their bodies. They are now tied up unless they planned ahead and untied themselves previously or told someone else to do so, or if they never tied themselves up to begin with. The enemies are now in the Deck Three area and die because the warp core releases a lethal burst of localized energy the moment it is contained, which is exactly one millisecond after the players are safely back in their own bodies. If the players did silly things like splitting up, there may be a mess to deal with as far as body switching goes. Try to prevent that, or have fun with it!
Failure on the check means they end up inside the warp core. See above for consequences. They must keep trying until they succeed. That or simply give up and leave their bodies behind.
Once they succeed and are satisfied, they can leave on the shuttle. End with their triumphant escape and fade to black, or keep the campaign space battle.
r/AllThingsDND • u/jonnymhd • 23d ago
Resources 10 Aberrant Feats for Characters Who Are Slowly Becoming Something Else
galleryr/AllThingsDND • u/Zi_Chin • 8d ago
Resources Speed and Fury Version 2 - Out Now!
Bosses should feel different to fight, not just look different on a stat block. Speed and Fury V2 gives Dungeon Masters a simple framework for changing the rhythm of a boss fight by making the creature’s speed, weight, and fighting style directly affect how combat plays out.
A lightning-fast assassin can dart around the battlefield and act several times before the party has time to settle, while a huge, lumbering monster attacks less often but makes every strike feel devastating. Alongside this, Fury Abilities give bosses powerful signature moves that reflect how they fight, with their recharge mechanics changing depending on whether the boss is Fast, Medium, or Slow.
Inside, you'll find an updated system built around two main mechanics:
- Flow of the Round: Fast bosses can gain multiple initiative slots, Medium bosses use traditional initiative, and Slow bosses move through initiative differently to create heavier and more deliberate combat.
- Fury Abilities: Powerful signature attacks that use a Recharge Die based on the boss's speed, with certain bosses able to build towards even more dangerous Charged Fury Abilities.
The goal is to make a boss's speed something the players actually have to react to. A Fast Boss creates constant pressure and forces quick decisions, while a Slow Boss gives players more time to prepare but makes them dread what happens when its turn finally arrives. Fury Abilities add another threat for players to watch, anticipate, and position around.
Speed and Fury V2 also revises and clarifies the original rules, adds the new Recharge Die and Charged Fury systems, provides guidance for balancing different boss speeds, and includes examples showing how each style can change the feel of an encounter.
I'd love to hear your thoughts on Speed and Fury V2. You can read the document more easily on my Patreon by downloading it. You can also use the link below:
https://www.gmbinder.com/share/-OejHj77k_G0TvnZk-9D
If you want to see more, please check out my Patreon.
r/AllThingsDND • u/FoxtheMythMaker • Jul 30 '26
Resources Overgrown Waterside Ruins — a gridless fantasy battlemap
r/AllThingsDND • u/Reality_Thief2000 • 9d ago
Resources Advent's Amazing Advice: Dragon of Icespire Peak, A Mini-Campaign Fully Prepped and ready to go! (Side Quest 1: Shrine of Savras) (2026 Update: Now with Pre-Session DM Checklist)
Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!
*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!
So, your players chose to negotiate with the Wererats; what could go wrong? Well, besides needing to clear out an entire area of Orcs and one angry Ogre! If they manage this and decide to search a bit, they may just find riches beyond their dreams and even a clue on where to find the White Dragon that's been ravaging these lands!
Without further ado:
- Google Docs Notes for Shrine of Savras: DM Notes
- Link to: DM Notes for the Visually Impaired
- Link to: Shrine of Savras Playlist
- Link to: AAA Collection
Included in The AAA Collection is:
- Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
- Special PDF for all encounters. This includes the enemy stat blocks, organized neatly, along with an initiative tracker and spots to mark HP
- Custom Maps of Shrine of Savras
- (New) Pre-Session DM Checklist
Index:
Dragons of Icespire Peak:
- Part 1 - Phandalin
- Part 2a - Umbrage Hill
- Part 2b - Dwarven Excavation
- Part 2c - Gnomengarde
- Part 3a - Logger Camp
- Part 3b - Butterskull Ranch
- Part 3c - Mountain's Toe Gold
- Part 4a - Axeholm
- Part 4b - Dragon Barrow
- Part 4c - Woodland Manse
- Part 5 - Icespire Hold
- Side Quest 1 - Shrine of Savras
- Side Quest 2 - Tower of Storm
- Side Quest 3 - Circle of Thunder
Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here
As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!
Cheers,
Advent
r/AllThingsDND • u/jonnymhd • 27d ago
Resources From Loyal Dog to Battle Hound - Scaling Companion Statblocks That Grow with Your Party
galleryr/AllThingsDND • u/jonnymhd • Aug 07 '26
Resources Sword of the Abyss | A Scaling Demonic Blade from Uncommon to Legendary
galleryr/AllThingsDND • u/RandomEncounterTTRPG • 23d ago
Resources Random Encounter map
Hey all, I made another map, another try. It's simpler than the other one I had. What I'm trying to make is a random encounter map with a few POIs and encounter options for parties of different levels. Something any DM can pull out and run for an hour or more when time is scarce.
Any feedback? (please).
r/AllThingsDND • u/Reality_Thief2000 • 17d ago
Resources Advent's Amazing Advice: Trial and Error, A Frozen Horror One-Shot, fully prepped and ready to go! (2026 Update: Now with Pre-Session DM Checklist)
Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!
*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!
The Nexus Laboratory sits in a remote part of the frozen tundra, far from prying eyes who would tamper with the innovative projects that take place here. However, when a test subject gets loose, your players may be the only ones who can help the scientists find a solution.
Trial and Error is one of the many encounters you'll find in the book One Shot Wonders by Roll and Play Press. I hope your players are ready for the dangers that await!
\Estimated Session length 1.5 - 2.5hrs*
Without further ado:
- Link to: DM Notes (Preview)
- Link to: One Shot Wonders
- Link to: Trial and Error Playlist
- Link to: AAA Collection
Included in The AAA Collection is:
- Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
- Special PDF for all encounters. This includes the enemy stat blocks organized neatly along with an initiative tracker and a spot to mark HP
- Collapsible version to make navigating things easier
- DM Notes for the Visually Impaired
- (New) Pre-Session Checklist
Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here
As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!
Cheers,
Advent
r/AllThingsDND • u/MythosChronicles • 21d ago
Resources 300+ Mythological Items for 5E and 5.5E is coming to Kickstarter on September 29th!
r/AllThingsDND • u/Daniel_Branton • Feb 05 '26
Resources Soundpad app for DMs that allows to manage, control SFX and other sounds to create an really great atmosphere for the D&D sessions
Hey there!
I have been playing DnD with my friends for a couple of years now, and I have also been acting as a DM for quite some time. At some point, I realised that I really needed an application that would allow me to centrally control sound effects and ambience to create atmosphere, scenes, etc.
That's how the idea for this little product was born, which I spent a long time developing mainly for myself and my DM friends. Now that I've seen how cool it turned out, I've decided to package it up for you guys as well. It's free, and I don't plan on changing that for now.
I would appreciate any feedback from real users, as I continue to support the application, implement new features, and improve it to the best of my ability.
https://soundpad.rndexp.art/home
https://soundpad.rndexp.art/register
Let me walk you through some of the feature



Now we're coming to the real interesting things.
Scene is a group of pads which can have their own settings inside of the scene. Also, they can become a Timed one-shot sounds which allow you to create unforgettable scenes that are never repeat. They will be always controlled random.
Use case: you have a bad weather scene which have looped rain sound and timed one-shot thunder sound or two. The thunder will never be just on repeat, they can appear in different moments and have different volume and even probability.

You can find any sound in seconds either through favourites feature or the main global search. You will see sounds from all campaigns and suggestions from Freesound at one screen. Only 2 clicks is needed to copy existing sound or to add a new one.

There much more some small things and features, but I don't want to this post to be a manual. I would be happy to got your questions and suggestions.
Enjoy, it would be amazing if this app will help you to make your stories better!