E7/Reginald Crouse, a wealthy noble, hires the party to salvage a magical box from an old ship of his. Damien and Tepin head out to sea with their two old dwarf friends from the mine. They encounter a mysterious rock and hostile sharks before finding the shipwreck.
E6/To make amends with the lizardmen, the party must travel deep into the marsh and slay the giant crocodile known as Thousand Teeth. After battling a troll and bullywugs, the weary heroes tangle with the legendary beast. It is an epic fight, with a stunning outcome!
E5/Saltmarsh’s town council hires the heroes to scout out the nearby lizardmen colony. Before our adventurers arrive they’re set upon by bullywugs. Later, the party sneaks into the lizardmen’s hill and gets captured!
E14/It’s time to hit the road as the party must travel from Thornhill to Rogan’s Gate. They run into a number of interesting characters on their way to the town of Heather. Including a mysterious young woman.
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This 129-page full-color book includes:
General lore about the Underworld
Game Master’s Advice
110 new 5E monsters with individual illustrations, stat blocks, and bios
Undead, Dwarves, Orcs, Drow, Duergar, Deep Gnomes, Dragons, Giants, Fiends, Elementals, Constructs, etc.
CRs 1/8 to 30
Ranger and Druid subclasses
Lore about the Underworld Races
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E3/After dealing with the smugglers at the haunted house, the party is back in Saltmarsh. They attend an eventful dinner at Charles Drake’s manor and learn more about the town. In the morning, the heroes are given a new task by the council. This time the adventurers must board the smuggler’s ship and stop their activities once and for all.
E2/As Dreygox and Herris leave to look for more weasels, the rest of the party searches the haunted house. They soon rescue three individuals, two dwarves and a man. Later they discover the house isn’t haunted at all, but the headquarters for smugglers. However, the heroes make so much noise, the bandits are ready for them!