Nerzugals dungeon master toolkit 2 pdf download
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Character Options. Resources for DMG Creators. RPG Media. Tabletop Essentials. Either way, hopefully, you can make use of the items within or gain inspiration for custom magic items of your own! Finally, page after page of new monsters for your players to fight, many with art to depict their ferocity or cuteness. Challenge your players with over new creatures they have never before faced in their adventures! Each of these creatures has a lore block to provide you with an idea of these creature's motivations and to better understand where you will be able to utilize them in your world!
Monsters span the full range of difficulty from the seemingly harmless Sundrop Squirrel all the way up to the devastatingly powerful Elder Conflux Elemental! Log In. New Account or Log In. Hide my password. Get the newsletter.
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Click here. Advanced Search. MOD Virtual Tabletop. Average Rating 9 ratings. Includes Unity From Steven Williams: After launching my first Toolkit about two years ago I have been blown away by the feedback I have received from the community. Contents 5 Dungeons The Dungeons section contains 5 dungeons, including all combat and non-combat encounters for a range of groups.
Over Magic Items I think interesting magic items are one of the greatest gifts you can give to your players as a Dungeon Master.
Over Monsters Finally, page after page of new monsters for your players to fight, many with art to depict their ferocity or cuteness. That is definitely not silly! I will admit you had me tearing up a bit at work. I love stories of how my writing helps new players, so it is an absolute delight to hear stories such as this. Thank you so much for the comment!
This is really awesome. I used "The Nerastrim Manor" for my first adventure with brand new players, and as a brand new DM, it went really smoothly. There is a mistake with the son's name. His name is Joshua, and is referred to as such, but in the basement when you see his body, his name changes to Jacob. Just figured I'd let you know. Thanks so much for making this Pay What you Want, it really is an incredibly useful tool. Thank you so much! I will make sure to get that typo fixed. Excellent material!
I love what you've made so far and I appreciate that it's pay what you want. Are you planning on making a printer friendly version like you did with v1? The yellowed pages are gonna suck so much ink and I would much prefer a printed copy.
Do you have the latest version of the Toolkit? It should have white backgrounds so it is more printer friendly. I just wanted to say thank you for making these pay what you want. Currently due to the Wildfire near me in CA I can't pay for something this awesome, but wanted you to know that I will come back and purchase it when I get income again!! Thanks for making it available to all! New DM here and I'm super excited to check this out.
Only the cover is in color. The rest of the images within are in the style of sketches and are in black and white. I had over 50 illustrations done and my art budget wasn't high enough to afford full-color illustrations throughout. For later projects, I may consider doing a Kickstarter to get some upfront funding to pay for such artwork. Thanks so much for the quick reply! My main reason for asking was because I was afraid of breaking my budget on ink when the time comes to print it out I assume I can print it from the PDF?
Looking forward to digging in:. First of all, really think you are awesome for offering all that as pay what you want. I have a question though if you don't mind. I'm looking at running a one shot soon hours , and I would like to know what levels and party size the one-shots are optimized for. My party will be around 3rd level and players big, I know. They find interesting NPCs the most fun. Are your one shots doable with this configuration and if so, which has your favourite NPC? Thanks for your time.
The Showdown in Skalintown I think would work for your party really well. They are third level so I would use the 5th or 6th level version of the one-shot depending on how skilled they are in combat. It is a wild west showdown with plenty of room for everyone to shine and requires the entire table to come together to plan and coordinate. He is a former member of the bandit group that is attacking the town so the party had some fun trying to decide whether or not they trusted him.
Hopefully I got back to you in time! Good luck! Hey, I make the product PWYW so even people without money can enjoy my work and have an awesome addition to their collection.
I hope you find the Toolkit helpful! When I open the document I see many blank sections and a few sections where the print is upside down and backwards. I'm using Adobe 9. Can you send a copy of the PDF you have to Nerzugal gmail. I have been trying to find the root cause of the issue but I cannot recreate it on any of my devices with the current PDF that is downloaded for the product.
I want to help out, but I don't know if it is an issue with the actual file or with the PDF viewers. I'm not sure if this is a common problem, but most of the text appears to be blending into the white background or not loading for some reason. The text that is appearing is also upside down, which is new.
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On the left side of the dome are a set of double doors that are currently closed. The giant door protects the Essence of Pure Fire and requires the Amulet of Pure Flame to be assembled before it can be accessed. In the back-left corner is a foot wide pit of lava with a large obsidian sphere resting in the center though only the top of this sphere is visible.
This is an obsidian submarine, but your players don't know this just yet. There is a platform that extends over the lava and gives a pathway to this strange object. On the top are the visible cracks of a hatch, but there is no way to get a grip to open it.
In the center of this hatch is a round recess roughly three inches in diameter. The doors to the left lead to the The Furnace, and is where the party must first go if they hope to continue. The Furnace Description Opening the double doors, you are presented with a mazing network of tubes and pipes feeding into a grand obsidian cylinder at its center.
The cylinder is roughly twenty feet in diameter and has a door with a small, round glass window facing you. Past this door is a small, enclosed room with a secondary door - also with a small window. Scattered about the room are various tables, workstations, and instruments used to run experiments and take measurements. Looking in through the window on the cylinder reveals a small, glowing red orb suspended about 12 feet off the ground in the center.
This is the orb needed to open the hatch on the obsidian submarine back in the main chamber. It is also completely enveloped in lashes of flame. A map to this area can be found above labeled - The Furnace. The Ambush To enter the cylinder unprotected is a death sentence, but fortunately for the party, there is a single flame resistant suit hanging on a rack on the left side of the room. It will only fit a medium sized creature and is snug enough that anything above light armor would cause it to tear.
The rest of the room seems to be a sort of research facility, but most of the equipment is worn down and rusted away. Along with the mess of pipes and tubes are vats that can hold lava or water with drains at the bottoms. There are numerous stone tables, some of which still have beakers and vials resting atop them.
When the person wearing the suit enters the chamber, the door slams shut behind them and swiftly locks. On the outside, the players can hear gears shifting and twisting. Moments later, a flurry of mephits explode into the room, squeezing out of various pipes and drains with their amorphous forms.
They are dripping with magma, but one is nearly twice the size of the others with a makeshift crown on its head - also made of lava. The leader of these mephits, the magma mephit king, points to the party and makes a gesture for them to hand over their weapons. He then points to one of his underlings that is positioned next to a large valve on a pipe that feeds into the top of the obsidian cylinder.
Through some of the glass on the pipe, the party can see that it is filled with lava ready to pour into the cylinder the moment the valve is turned. Time Trial The king mephit gives out a laugh and once again demands the players hand over their equipment.
At this point your players may have already fired at the mephits, but if not, the mephit next to the valve spins it and lava begins to flow. After 6 rounds, lava will enter the chamber and begin melting the player within, despite the protection of the suit.
The lava can visibly be seen moving through the pipes and they must hurry to defeat these small but deadly foes. It is held in place by magics that requires a significant amount of force, so something like mage hand will not get the job done. The player will need to make Strength Athletics checks to try to run off the wall and jump up to the orb or conceive some other way to get up to it and retrieve it while there is still time.
Rescue Once the mephits have been dealt with, the player within the cylinder will need to swiftly make an escape to safety with the orb or be cooked alive. The valve can be turned to stop the flow of lava, but any residual lava in the tubes will still pour into the central chamber.
Try to make the escape dramatic, lava pouring in just as the inner door closes behind them. The Descent Once the mephits are defeated and the orb retrieved, the party can move back to the main room and insert the orb into the obsidian submarine. Red lines erupt from the orb and branch around the exterior of the vehicle. A handle rises up out of the obsidian. When pulled, the hatch opens with little resistance and reveals a ladder the leads into the interior of the submarine.
When the players climb in, they find comfortable seating for twelve. There is a large lever at the front of the vehicle that simply has an up or down state which is currently set to up. The lever will not budge while the hatch to the vehicle remains open, but as soon as the hatch is latched and secured, it moves freely.
Flipping the lever causes the vehicle to lurch to life and pull the group down into the depths. They are bounced and tossed around for a full minute before the vehicle finally comes to a rest and there is a loud beep as the hatch on the roof pops open.
The Branching Path When the submarine comes to a halt, the players can step out into a new area. The submarine rests in a pool of lava similar to the one upstairs with another platform to allow creatures to climb down to solid ground without cooking.
In the center of this room are various statues depicting heroes of the organization that constructed this temple hundreds or thousands of years ago. Feel free to use it to bring some lore into your world or perhaps to give a clue to some greater puzzle. Or it can simply be the faces of nameless men and women if you don't want to provide any additional significance.
There are three doors leading out of this room. One is directly across from the landing platform, another is to the left, and the final door is to the right. The players will need to explore all three to complete the Amulet of Pure Flame, but the order of their completion is not significant.
To The Left This door leads to a small hallway carved into obsidian stone. The Glass Tunnel Description Opening the doors reveals an incredibly long hallway of glass that seems to be set under an entire lake of lava. You are immediately hit with a wave of heat upon opening the door.
Lava can be seen dripping very slowly through portions of this glass and small hills of stone have formed beneath these weak spots where the dripping lava has cooled. At the far end of this hallway, which must be at least three hundred feet long, is a metal door that is slightly ajar. As the party moves through this area, they can see something clearly moving out in the lava and at some point a pair of glowing eyes and claws press up against the glass.
This is merely a scare tactic to cause your players to make haste and invoke fear about what may occur on the return trip. They may even waste valuable spell slots in preparation. The Obsidian Smeltery Description Through the metal door is a smeltery crafted of obsidian. It is in the center of a grand room filled with vats, moulds, anvils, smithing tools, workbenches, and anything that might be needed to craft armor and weaponry.
The smeltery is a piece of machinery so complex in nature that without having the schematics, it is impossible to determine how all of the pieces work together. It is over forty feet long and fifteen feet high, occupying almost half of the room. Even after all of these years, the obsidian used to craft the machine is in pristine condition. There are also a few other doors branching off this room, but all of them are currently closed. A map to this area can be found above labeled - The Obsidian Smeltery.
About ten feet from these masterwork gauntlets is a dusty cloth draped over a large object that sits directly in front of an ornate door. The structure it covers is large with many jagged features, but most of it is concealed by the fabric. Pulling away this veil of secrecy reveals a dragon crafted from a variety of metals. A red crystal still gleams in its chest, and as it is exposed to air once again, the dragon's ruby eyes begin to glow with intensity and a claw scratches against the floor.
Its face turns to the party and fire begins to swell within its chest cavity. This is a mechanical entity so it has the following traits in addition to the traits provided for an ordinary red dragon wyrmling: Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned On the second round of combat, there is some rumbling from deep within the smeltery and magmin begin to find their ways out through various openings, much like the mephits in the previous fight.
They hear the commotion and want to get involved. Add them to the initiative as creatures hostile to the party. The Ruby Once the dragon is out of the way, the party can move to the door that it appeared to be guarding. They find that it is not locked and opens up to a small office. There is a fine stone desk with many trinkets and tools scattered about with a dozen half-finished projects in the works.
Sitting in a beautiful glass display case at the center of a small table in front of the desk is a lightly glowing ruby. The glass can be removed without issue and the players can grab the gemstone which is warm to the touch. This is one piece of the Amulet of Pure Flame. Next to the ruby is a small bottle that has some smoke swirling within.
Feel free to have the message captured within give insight as to what happened to this temple or perhaps relevant information about some great history in your world. Most of the items on the desk are parts of a tinkers' tools set along with some smiths' tools, but there are also three gorgeous ruby flowers sitting on the desk.
These are each worth gold. Other Rooms These other rooms are mostly to give depth and flavor to the dungeon and not to provide any sort of challenge to the players. Feel free to have one of them contain some sort of rare metal that they could have crafted into powerful weapons or armor.
Perhaps there are some leftover potions the party could use during the rest of the dungeon. Another option would be moulds that might be left over and could be sold to a blacksmith if recovered. The Path Forward The door straight ahead from the submarine's landing point leads to a small hallway.
Rising Heat Description Along the left and right sides of this eighty foot long room are large metal tubes with spheres of glass interrupting periodically. These spheres of glass are being regularly filled with lava and then drained shortly there after.
The tubes start by plunging into the stone floor and ends by feeding into the walls at the far side of the room. Branching off of these glass containers are additional devices designed to hold shards of crystal or metal bars.
There are smaller, flexible tubes leading from the glass spheres to these devices to charge the crystals or metal with pure elemental energy. Near each of these charging stations are constructs of various sizes - some bulky and armored while others are small and nimble.
A map to this area can be found above labeled - The Room of Rising Heat. Into the Inferno Near each of these charging stations are various constructs. Some are hulking in size and seem brutally powerful and difficult to damage, while others are smaller and more agile. Only a few of them hold crystals in their chests, however.
The door on the far side of the room is enchanted with a magical glyph that when touched will activate the constructs in the room and instruct them to attack.
This also causes the door to seal shut until the constructs are defeated. They will also spring to life and defend themselves if any of them are damaged. The glyph on the far door is invisible, but can be removed with dispel magic, allowing players to potentially avoid combat all together. Otherwise, when the glyph is triggered.
Opening the door on the far side of the room reveals a simple passageway roughly 75 feet long whose floor is made entirely of red hot coals. These coals are blazing hot and will melt through boots or catch clothing on fire with even limited exposure.
The party will have to use some creative ideas to get past this area or take fire damage with each step. Simply trying to sprint across the coals will result in 4d6 fire damage being taken by that creature, so painful, but not deadly. On the far end of the room is a metal door that is unlocked. The Chain Description In the room beyond the metal door are the remains of a human sitting in a chair behind a desk.
The skeleton holds a beautiful sword in one hand and the other hand is clenched tight, forming a fist. They were wearing elegant clothing that has almost completely fallen apart over the years and the smell in this room is wretched.
Through some of the rotted holes in the bones, there is a glimmer of silver within the skeleton's clasped hand. This is a magically enchanted chain, seemingly unbreakable, and is part of the Amulet of Flame. There is also a sack of coins tipped over on the floor and bits of silver and gold are scattered all across the area. There is gold and silver if the players take the time to collect it all. In addition, the sword that the dead body still holds is magical.
To The Right The door to the right opens to a small hallway whose floor is a set of iron grates rather than solid stone. The decorations on it are quite lovely and resemble a roaring fire. These doors lead to a controlled inferno. It is divided into six distinct sections, each twenty feet by ten feet. Every twelve seconds, three of these sections erupt with flame.
It is easy to determine where the flames will erupt, for the floor glows for the few seconds beforehand. When the flames emerge, they reach all the way to the ceiling which is a full twenty feet above the floor. Hanging up near the ceiling of the room are thick chains that are running along a pulley system. The chains echoing off the chamber walls is deafening and causes creatures more than a few feet away from each other from being able to hear. Hanging from these chains are bulky hooks intended to hold large slabs of metal as there were superheated by the flames.
As it stands, the chain still moves but there is nothing left to be heated in these vicious flames. On the far side of the room is a large set of double doors with a valve off to the right. A map to this area can be found above labeled - The Hellish Grates. A Burning Surprise As the party steps through the area, their footsteps echoing loudly off the grates below, they detect movement from the flames beneath them.
After the next burst of flame, fire elementals are scattered about the room, lingering where the flames were a moment ago. They immediately move to attack the party. Once the elementals have been defeated, the players will have nothing left to stop them from carefully opening the far doors via the valve.
The Lavafall Description Just through the doors is a large hook sticking up out of the floor that follows along a narrow track until it meets a slope of actively flowing lava twenty feet down the hall. This slope is approximately twenty-five feet long and when the lava reaches the bottom, it flows down below the stone and disappears. At the top of the slope is a flat stone walkway, but you will have to find a way to get past this flowing lava to reach it.
The walls of this area are made of stone and the passage itself is about 15 feet tall and wide. The stone is not perfectly smooth and can be climbed, though doing so is incredibly dangerous for falling is likely lethal. At the top of the slope is a lever that closes the flow of the lava and allows other to climb up without difficulty once the ground has had some time to cool, but at least one person still needs to reach the top before the path can be made safe.
The path continues on for a few hundred feet. Multiple rooms branch off of this main path, some simply alcoves but others are entire workshops. This is where blacksmiths would pull molten metals and work them into fine armor and weapons before sending them off to the armory a bit further up. These workshop areas are almost entirely cleaned out with only a few tools and scraps left behind.
Armory Remnants At the far end of the path above the lavafall, is an armory that once housed all of the amazing creations forced in the temple. Unfortunately, it seems most of it was taken when the temple was abandoned, and what is left is largely unusable due to age.
That being said, there are a few items that have survived the test of time and your players can take advantage of this. It is a fine iron door that is locked and has had a few shelves hastily shoved in front of it to try to conceal its location, but if anything it only draws more attention to it.
Even though the door is locked, it has become weakened from the extreme heat on the other side of it and can be broken down with enough force, or a player trained in Thieves' Tools can succeed on a DC 15 check to pick the lock. The Amulet Base Description Opening this door reveals a slow swirling whirlpool of lava roughly twenty feet across. Down fifteen feet, near where most of this lava funnels down into the floor and disappears, is a three foot square platform of obsidian with a tiny round object sitting upon it, gleaming in the heat of the flames.
Hanging from the ceiling is a large hook and a broken steel chain. The object down on the platform is the base of the amulet that needs to be combined with the ruby and the chain. Your players will need to find a way to retrieve the amulet base by whatever means necessary. There is no right or wrong way to do so and it could be something as simple as mage hand given the distance.
Have your players make whatever skill checks are necessary for their chosen strategy. Once the amulet is assembled, the players must return to the obsidian submarine and take it back to the Sanctum of Fire.
When they step out of the submarine, they will immediately notice that the large sealed door in the room has lava running through the cracks of its design. The runes that protect it flash with great intensity and licks of flame periodically erupt, some of which lash out at far as twenty feet. As the player wearing the amulet approaches the door, the lava grows more intense, surging into the room at the base of the doorway.
Slowly the door begins to melt away. It sinks into this pool of lava at the base which never seems to grow in size despite the fact that the door is disappearing into it.
After one minute, there is nothing left of the once massive doors and the lava cools and turns to smooth stone. Suspended in the newly exposed alcove beyond is a large sphere of flame.
It is perfectly round, though a few strands of flame occasionally find their way out of its grasp and quickly disappear. The light it produces is far more powerful than an ordinary flame, illuminating the entire sanctum and causing the party's shadows to tower on the walls.
Ashmaw, the Guardian of Flame Shortly thereafter, runes begin to go alight one by one at the center of the room. Each of them is a magnificent blue color and as they continue to spark to life, eventually forming a circle. When the last of the runes awakens and the circle is complete, a pillar of blue flame extends from floor to ceiling in this area.
A shadow starts to move from within the flames, but it is not particularly large, only a bit taller than an ordinary human.
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