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DMDave's Foundry Library

This post is used to hold links to all available Foundry files on DMDave's Patreon. Electrum patrons and higher get access to Foundry/VTT releases for 30 days. Past releases and one-time purchases are sold directly on DMDave.com.

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The following Foundry packs are available to Electrum+ subscribers.

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Dugneons & Lairs 34: Revenant Ghost Ship (3rd-Level)

A pirate ship has been cursed to sail the oceans for eternity, unable to take revenge on the one that betrayed the crew. The characters board the ship as it lies ashore and confront its undead sailors until they come face to face with the revenant captain. Adventure optimized for parties with APL of 3, additional party levels available to DMDave Patrons.

Playtime: 3-5 hours

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Dugneons & Lairs 33: Rust Monster Mine (3rd-Level)

A newly excavated mine has attracted a number of rust monsters who’ve begun to feast on its riches. The characters must enter the mine and save all that sweet, sweet metal—they may even come out of it with a small business! Adventure optimized for parties with APL of 3, additional party levels available to DMDave Patrons.

Playtime: 3-5 hours

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Dugneons & Lairs 32: Oni Palace (5th, 8th, 11th, or 14th-Level)

The characters infiltrate a martial arts sect to confront its leader only to realize that this leader has been replaced by a dangerous oni.

Playtime: 3-5 hours

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Dugneons & Lairs 31: Mimic Museum (3rd, 5th, 8th, or 11th-Level)

A group of mimics have turned a museum of priceless artifacts into their personal lair.

Playtime: 2-4 hours

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Dugneons & Lairs 30: Owlbear Wood (1st, 3rd, 5th, or 8th-Level)

The party is tasked with traveling into a deep forest crawling with beasts, bandits, and fey to hunt down an owlbear that has been attacking nearby people and livestock.

Playtime: 2-4 hours

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Special Releases

Special releases are things that will remain available in-perpetuity, unless otherwise noted. These are projects which we either want everyone to continue to have access to or we have an agreement with collaborators to keep available.

Dungeons & Lairs 19: Griffon Nest (5th, 8th, 11th, or 14th-Level)

Team SuperHydra Adventure! The characters visit a high-up location home to a griffon nest. They can take the griffon eggs and sell them, or raise the griffons themselves using the supplemental griffon training rules included at the end of the document. This adventure is flexible for levels 5, 8, 11, and 14.

Playtime: 3-5 hours

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Rise of the Factions: The Forgedragon

Team SuperHydra Adventure! Rise of the Factions: The Forgedragon takes the characters to the frosty reaches of the Syhros Peninsula in Omeria. There, they must battle a deadly extraplanar faction named The Sunken. The Sunken hopes to use the power stone sjelestein to power a dangerous construct. In addition to The Sunken, this adventure also features the faction Company of the Many. (7th-Level)

Playtime: 3-5 Hours

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The following Foundry packs are only available on DMDave's storefront. Adventures are arranged in order of player level and then alphabetically.

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Dark Domains I: The Lost Reliquary (1st, 3rd, 5th, or 8th-Level)

The adventure starts when a wealthy family asks the characters to investigate a recent attack on their manor perpetrated by undead animals. This adventure is flexible for levels 1, 3, 5, and 8.

Playtime: 3-4 hours

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Dark Domains II: The Haunted Mine (5th, 8th, 11th, or 14th-Level)

The adventure starts when a clockwork automaton maker requests that the characters descend into a recently abandoned mine to find its prized clockwork servant. It soon becomes apparent that the characters’ employer has an ulterior motive regarding the haunted nature of the mine. This adventure is flexible for levels 5, 8, 11, and 14.

Playtime: 2-3 hours

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Dungeons & Lairs Collection Vol. I

Collection of the Adventure PDFs, maps, tokens, Foundry VTT files, and more for Dungeons & Lairs 1-4. Adventures included in this collection span levels 1 through 20.

Playtime: Varies By Adventure

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Dungeons & Lairs: Animated Objects (1st, 3rd, 5th, or 8th-Level)

This adventure pits a party of heroes against a wide variety of familiar and new animated objects in a magic shop gone mad. This adventure is flexible for levels 1, 3, 5, and 8.

Playtime: 2-3 hours

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Dungeons & Lairs: Banshee Tower (1st, 3rd, 5th, or 8th-Level)

The adventure sees the party enter the ruins of an old, overgrown keep in the forest, from within which a spirit’s mournful wails can be heard for miles around. This adventure is flexible for levels 1, 3, 5, and 8.

Playtime: 4-6 hours

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Dungeons & Lairs: Darkmantle Space Freighter (1st, 3rd, 5th, or 8th-Level)

The characters are transported into the far reaches of outer space (or your campaign’s fantasy equivalent) to a seemingly unoccupied space freighter. They soon learn that they aren’t alone, but surrounded by dangerous aberrations. This adventure is flexible for levels 1, 3, 5, and 8.

Playtime: 2-3 hours

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Dungeons & Lairs 23: Ethereal Plane

This 29-page full-color PDF serves as campaign setting and adventuring guide in one! Get everything you need to know about playing in the Ethereal Plane as well as 7 all-new adventures for different levels.

Playtime: Varies By Adventure

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Dungeons & Lairs: Fey Dragon Forest (1st, 3rd, 5th, or 8th-Level)

While traveling through what seems like a mundane forest, the characters quickly discover things are not exactly as they seem. This adventure is flexible for levels 1, 3, 5, and 8.

Playtime: 2-3 hours

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Dungeons & Lairs 22: Haunted Castle (1st, 3rd, 5th, or 8th-Level)

While hunting for a long-lost treasure hoard, the characters enter a wintery keep with a dark history. This adventure is flexible for levels 1, 3, 5, or 8.

Playtime: 2-3 hours

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Dungeons & Lairs: Skeleton Tomb (1st, 3rd, 5th, or 8th-Level)

This dungeon works for levels 1, 3, 5, or 8, and can easily be inserted into any campaign of your choice. It's perfect for side quests!

Playtime: 3-4 hours

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Shrine of the Emperor of Bones (1st- or 5th-Level)

Below the earth, a malicious skeleton lurks, eager to enact its vengeance upon the people above. This adventure comes in both a 1st-level (Copper+) version and 5th-level (Copper+) versions.

Playtime: 3-4 hours

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Dungeons & Lairs 21: Werewolf Village (1st, 3rd, 5th, or 8th-Level)

Stuck in a town during an intense blizzard, the characters soon realize that the town’s inhabitants aren’t who they seem. This adventure is flexible for levels 1, 3, 5, or 8.

Playtime: 2-3 hours

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Dungeons & Lairs: Basilisk Canyon (3rd, 5th, 8th, or 11th-Level)

The adventure sees the party pass through the dreaded basilisk canyon, a narrow pass through a mountainous or arid area choked with all manner of dangerous monsters, including the eponymous basilisk. This adventure is flexible for levels 3, 5, 8, and 11.

Playtime: 2-3 hours

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Dungeons & Lairs 24: Flesh Golem Laboratory (3rd, 5th, 8th, or 11th-Level)

A trio of diabolical golem creators and their gruesome servants maintain a laboratory in the center of a major city. This adventure is flexible for levels 3, 5, 8, or 11.

Playtime: 2-3 hours

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Dungeons & Lairs: Fungus Grotto (3rd, 5th, 8th, or 11th-Level)

The characters must travel into an abandoned fortress hidden along an underground river. A deadly planar fungus has consumed the inside. This adventure is flexible for levels 3, 5, 8, and 11.

Playtime: 2-3 hours

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Dungeons & Lairs: Kobold Tunnels (3rd, 5th, 8th, or 11th-Level)

If you see one kobold—run! There's probably 100 more hiding nearby. This adventure places a party of heroes into kobold warrens where they will face all manner of traps, hazards, and of course, kobolds. This adventure comes with four versions for 3rd, 5th, 8th, and 11th-level play.

Playtime: 4-6 hours

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Dugneons & Lairs 29: Minotaur Maze (3rd-Level)

The characters must travel deep into the Low, the system of caves and tunnels far beneath the continent, where a maze will threaten to lead them astray before they face the guardian at its center, a mighty minotaur.

Playtime: 2-4 hours

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Dungeons & Lairs: Shadow Cat Gully (3rd, 5th, 8th, or 11th-Level)

This adventure takes the heroes into a small forest canyon inhabited by the shadow cats and their undead minions as well as other forest critters. This adventure is flexible for levels 3, 5, 8, and 11.

Playtime: 2-3 hours

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Gremlins Take Ostenwold (3rd-Level)

The adventure begins when the characters discover a small town is under attack by a horde of small green creatures called gremlins. They must find the source of the gremlins and put a stop to them before they multiply and cause more chaos.

Playtime: 2-4 hours

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Dungeons & Lairs 27: White Dragon Cavern

A dangerous white dragon has turned a formerly hospitable landscape into a snow-covered hellscape, garnering attention from different factions.

Playtime: 2-4 hours

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Awaken (5th-Level)

The characters find themselves trapped on a mysterious island. With no clear way home, they must decide which of three factions they must align themselves. This adventure is set for level 5 and will take characters to level 9 by its end.

Playtime: 20-30

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Dungeons & Lairs: Crawler Chasm (5th, 8th, 11th, or 14th-Level)

Did you ever wonder what happens when you fall into one of those "bottomless pits" or chasms in a roleplaying or video game? Now you no longer have to wonder, as this Fifth Edition adventure shows you exactly the horrors and dangers you’ll have to face once put into such a predicament. This adventure is flexible for levels 5, 8, 11, and 14.

Playtime: 3-4 hours

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Dungeons & Lairs: Night Hag Gallery (5th, 8th, 11th, or 14th-Level)

The characters must enter a realm of true horror: a night hag’s lair. There, they discover unspeakable terrors that test their sanity. This adventure is flexible for levels 5, 8, 11, or 14.

Playtime: 2-3 hours

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Dungeons & Lairs 28: Ninja Clan Hold (5th, 8th, 11th, or 14th-Level)

Hidden in an abandoned section of the city’s sewer system, the Black Rose Clan maintains their impressive continent-spanning operation from this expansive fortress.

Those seeking access to the Clan will first have to pass a series of tests, even after discovering the location of the entrance. However, those who pass the tests will find an incredibly resourceful group of allies, or a very dangerous enemy, depending on their actions.

Playtime: 3-5 hours

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Dungeons & Lairs 26: Vampire Church (5th, 8th, 11th, or 14th-Level)

A small church hides a dark secret: all of its priests are vampires. This adventure is flexible for levels 5, 8, 11, or 14.

Playtime: 2-4 hours

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Kaldrfjell (5th- or 9th-Level)

An ancient mountain temple holds dark secrets.

Playtime: 10-15 hours

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The Thing That Should Not Be (5th-Level)

The characters unravel a mystery that leads them to a strange, cold island in the Tyrant’s Riddle. There, they discover a hibernating god whose dark hunger cannot be sated.

Playtime: 3-5 hours

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Queen of the Shadows (6th-Level)

A party of evil characters must return to a city destroyed by the undead to steal the country's gold supply.

Playtime: 15-20 hours

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Warbis Sparkcoil's Incredible Mechagnome (7th-Level)

A mad scientist has created a Mechagnome, a 100-foot-tall gnomish terror engine.

Playtime: 10-15 hours

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Dungeons & Lairs: Dread Knight's Oubliette (8th, 11th, 14th, or 17th-Level)

This adventure takes the heroes underground into a massive dungeon overrun by intelligent undead creatures who follow the leadership of a mighty dread knight. This adventure is flexible for levels 8, 11, 14, and 17.

Playtime: 2-3 hours

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Dungeons & Lairs: Aboleth Cave (11th, 14th, 17th, or 20th-Level)

The adventures must go toe-to-toe with a diabolical aboleth, an ancient, aquatic creature of formidable alien intelligence. This adventure is flexible for levels 11, 14, 17, and 20.

Playtime: 4-6 hours

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Dungeons & Lairs: Archmage Stronghold (11th, 14th, 17th, or 20th-Level)

This adventure pits a party of heroes against an archmage and its minions in a stronghold designed to test the brawn and brains of all those who dare enter.

Playtime: 4-6 hours

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Dungeons & Lairs: Depth Watcher's Pool (11th, 14th, 17th, or 20th-Level)

This adventure takes the heroes underground into a series of tunnels, pools, and temple chambers where fish-humanoid hybrids worship a horrific, multi-eyed aberration called a depth watcher. This adventure is flexible for levels 11, 14, 17, and 20.

Playtime: 4-6 hours

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Dungeons & Lairs: Dragon Turtle Shipwreck (11th, 14th, 17th, or 20th-Level)

The adventurers must travel deep below the ocean’s surface to the remains of a wrecked pirate ship. Within, they will find innumerable treasures. Unfortunately, this treasure is part of a hostile dragon turtle’s hoard. This adventure is flexible for levels 11, 14, 17, and 20.

Playtime: 2-3 hours

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Dungeons & Lairs: Mummy Lord's Pyramid (11th, 14th, 17th, or 20th-Level)

The adventure sees the party enter the pyramid of a dangerous and demented mummy lord, whose dark magic and vile curses may present the greatest challenge the characters have ever faced. This adventure is flexible for levels 11, 14, 17, and 20.

Playtime: 4-6 hours

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Dungeons & Lairs: Ophidian Monastery (11th, 14th, 17th, or 20th-Level)

While they are traveling—or trapped—on the plane of elemental chaos, the characters must enter an ancient monastery. The monastery is home to a race of dangerous snake-humanoids called ophidians. This adventure is flexible for levels 11, 14, 17, and 20.

Playtime: 2-3 hours

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Dungeons & Lairs 25: Pazuzu's Aerie (11th, 14th, 17th, or 20th-Level)

The characters must travel to The Endless, a realm of chaos and evil, to battle a gruesome demon prince. This adventure is flexible for levels 11, 14, 17, or 20.

Playtime: 3-5 hours

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Heroes' Feast: Lair of the Red Dragon (11th-Level)

The adventure pits the characters against a deadly ancient red dragon. An ancient red dragon is a significant challenge for a party of this level and will require every ounce of their strength and cleverness. If the characters rush into the encounter, they will surely be killed by the dragon. They must spend time researching their adversary to ensure survival against the menace.

Playtime: 4-6 hours

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The Vault of Terror (13th-Level)

A party of mighty heroes must enter the most dangerous dungeon in existence: the Vault of Terror.

Playtime: 10-15 hours

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Dungeons & Lairs 20: Lich Tower (14th, 17th, 20th, or Epic-Level)

The characters must enter the black tower of one of the most dangerous beings in the world, a lich. This adventure is flexible for levels 14, 17, 20, and Epic.

Playtime: 3-5 hours

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DMDave's Foundry Library

Comments

Yea they will eventually be archived

DM Dave

Will these foundry manifest URLs remain active for the forseeable future or do we have a time limit on getting them into foundry before they are no longer hosted?

Dan Heath

Ren

@BobTheTree I am in the Discord! I'll be sure to check it out. Been playing Roll20 for almost a year but still struggle with basics. Thought I'd have to start all over with new VTT! ;-) Thanks !

Not switching. Just offering it, too :D

DM Dave

@Matt If you are in the discord, me and another GM stream Foundry prep all of the time. We'd be happy to show you around and give our opinions.

BobTheTree

I see that there seems to be a switch over to Foundry lately and coming...anywhere i can see the pros and cons? Especially if DmDave switches to Foundry...thats a big Pro right there.


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