
Now available for Print on Demand and in PDF!!!
Tome of Dungeon is a collection of 15 plug and play dungeons delves for 5E that can each be easily adapted into any campaign.
Greetings Human, and welcome to the Tome of Dungeons.
Within this book you will find fifteen deadly dungeons covering a wide range of themes fit for adventurers at various tiers of play.
These dungeons are filled with traps, puzzles, creatures, and most of all bountiful loot.
- Highly Detailed Maps. The beginning of every great Dungeon is the Map that it is played on. The days of Blue and White dungeons are in the past, and that's why we design our Dungeons to look the best they can be. Each map will come in ready for the VTT at 140 dpi and will have a 300 dpi Print Resolution version so you can print them and take your Dungeon wherever you want!
- Mastermind Motives. Any DM can slap down a Randomly Generated Dungeon in the middle of session and it can be fun, but the most memorable Dungeons are the ones with well thought out motives from the start. A Dungeon with a purpose helps to create a more compelling story, and when done properly, that story will practically tell itself.
- Treacherous Traps. What Dungeon Delve is complete without some nice wholesome traps just waiting to be set off by your helpless adventuring party? Sure, Kaelin might miss that arm today, but tomorrow it will be a grand story for the rest of the surviving members of your party to tell.
- Compelling Creatures. Of course Dungeons are fun with Zombies. Regular old CR 1/4 Zombies... right? Of course they are! But they are also fun with the Spore Zombie Abomination spewing guts and bile that consist of that one cleric who was in the party five minutes ago! This book brings you a solid mixture of old classics your players will quickly recognize the stats for and new unique baddies that they will be wishing actually had a weakness for them to exploit!
- Intriguing Puzzles. Sometimes it's a good idea to take a break from all the hack and slash, and let your party rest while they solve a puzzle. No, not some kind of painfully complex Rubik's Cube that will leave your Barbarian questioning the meaning of six sided math rocks each with different colors and shapes on each side. No, puzzles that can actually be solved by your Bard, so long as he's not hungover... or dead from the Spore Zombie Abomination...

About the Dungeons
There are a total of fifteen dungeons found in this book.
Each of them have their own themes and biomes. Below is a short summary of each.
Deathmist Vault
An ancient druids grove is now overrun by a faction of bandits known as the Crimson Claw.
Led by the assassin, Xavia, these criminals are planning to perform vile deeds with the exotic flora found within.
Level: 2
Biome: Forest with hills and a river.
Location: Somewhere in the Lefrik forest outside of the town Aspen.
Shattered Chapel
Long ago, the dwarves of the Ragna mountains created a powerful weapon to protect their lands from outsiders.
To many, this was regarded as a great mistake. Since then, the dwarves have sealed away this powerful weapon underground,
but recently, scholars have found the location of what should have been long and forgotten.
Level: 3
Biome: Mountainous hills underground.
Location: Somewhere in the foothills between the Ragna mountains and Brenos.
Prison of the Plague Palm
Recently beggars and tavern workers have gone missing in the capitol, and now a vile power emerges in the sewers beneath.
Level: 4
Biome: Sewers.
Location: Starts in the cellars of a tavern in Ravenlaw, and extends deep into the sewers.
Sunken Vault of Treasure Island
Centuries ago, pirate captain of the Skylark, discovered Novaste Cove and claimed it for her trove of treasure.
What more are you waiting for! Go get the treasure!!!
Level: 5
Biome: Underground on a remote island.
Location: Adventure begins in the port town of Seafrits as the party travels to Novaste Cove.
Hellfist Monastery
Long ago the dwarves fought alongside of the gods in the holy wars.
In return the gods blessed their lineage with their divine flames, but now the last descendants have fallen,
and the demons the gods once guarded agaisnst are now able to return.
Level: 6
Biome: Mountains inside an ancient remote monastery.
Location: On the borders northwest of Siegreid.
Sands of Decay
A survivor from an adventuring party has reported the location of several lost temples in the nearby desert
where there is rumored to be much wealth and gold buried within. What is truly to be found there is far more deadly.
Level: 6
Biome: Desert ruins which decend into a bio dungeon known as the Belly of the Beast.
Location: Deep inside the cursed lands of the Ashmazar Desert nearby the Barracks of Kannis.
Lost Temples of Lazaar
For centuries the devil Malfesius has been in slumber
but recently he has awaken and has begun to take influence on a tribe of lizardfolk.
Level: 7
Biome: Jungles.
Location: Inside of a ziggurat in the cursed lands in the Vuexl Rainforest nearby the village of Anafar.
Ancient Ruins of Xune and Zoan
Since the destruction of one of the moons, floating islands have stabalized in the skies above.
Archealogists and treasure hunters alike have found many valuable relics among the floating islands,
but recently one such convoy has turned up missing.
Level: 8
Biome: Floating Islands.
Location: The story begins in the College of Gandas but takes place in the floating islands above the land.
Frozen Abyss
The town of Yinsh is on the verge of demise, as the population of the whales
they depend on for food and heating oil has declined steadily over the past several months.
The village elder will pay handsomely for a group of capable adventurers to go investigate.
Level: 9
Biome: On a frozen desolate island with a mountain.
Location: On the Isle of Bethela off the cost of Savenport nearby the fishing village of Yinsh.
Eye of the Magi
Recently a prophet had a vison of a powerful mage seeking to destroy yet another moon from out of the sky above.
You must journey into the tower of Skyfall Keep and stop this madness at once!
Level: 12
Biome: Wizard Tower and ends on the surface of a moon.
Location: The adventure begins in Ganguard as the party travels to Skyfall Keep on the outskirts of the Ragna Mountains.
The adventure will conclude on one of the moons above.
Lair of the Undying Atropal
No word has returned from the nearby Mines, and now a wealthy merchant seeks to hire mercenaries to investigate.
However The fate of these workers is much worse than bandits or raiders.
Level: 14
Biome: Mountainous regions far away from normal law and civilizations.
Location: Deep in the Ill-Omen Mines outside of Zahazar in the Cursed Lands.
House of Eternity
An honorable and reknown adventurer recently lost his soul mate and traveling partner and now seeks to have her reserected.
However the proccess is not as simple as finding a priest, for now her soul travels along the Rivers of Lethe and into the House of Eternity.
Level: 16
Biome: A Plane shifting adventure in the Underworld.
Location: Begins in the Holy Lands of Josta, but travels into the Afterlife.
Illusionary Prison
The party finds themselves at an unexpected feast hosted by an unexpected guest, but something is not right.
Now they must find a way to escape this nightmare they have found themselves in.
Level: 18
Biome: In the Dreamscape.
Location: Anywhere.
Chronos
The god of time and space seeks an heir to his throne.
Will the party be up to the the test to take on the responsibility of becoming the next god of time?
Level: 20
Biome: Ancient Temple to Future Vault and the Sanctum of Time and Space.
Location: Anywhere and Everywhere.
Mega Dungeon of Doom
Legend has it, a Mega Dungeon was created long ago by the dwarves to secure the most powerful creatures and cruelest criminals in all the lands.
But one of those prisoner escaped, and now lays claim to the dungeon.
Level: Doom. Do not enter. Death Awaits all.
Biome: Can be placed underground in any biome.
Location: Deep inside the Cursed Lands on the border of an ancient and secluded forest known as The Nether.


