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Snowdrift Derby | 1st-level 5E Adventure

Note: This adventure was designed as a (mostly) family-friendly entry level adventure with some wintery fun.

This Adventure Pack includes:

  • 14-Page Adventure PDF
  • 61 Full-Color VTT Map
  • 17 VTT Tokens


Snowdrift Derby

Snowdrift Derby is a Fifth Edition adventure for three to five characters of 1st to 2nd level, optimized for four characters with an average party level (APL) of 1. The characters embark on a thrilling race through the snow-covered landscape of the Winterwild, facing obstacles like mischievous elementals, a bored frost giant, and an avalanche. As they navigate snowy hills and dense forests, they must balance speed with strategy, uncovering hidden plots and competing against rival teams. This adventure blends fast-paced action and a touch of magic in a memorable race for glory and honor.

Background

In the heart of the Winterwild, cradled by snow-draped pines, lies the village of High Hall, a quaint hamlet famed for its annual Snowdrift Derby. Generations of villagers have upheld this joyous tradition, celebrating the first snowfall with a spirited sled race. The centerpiece, a barrel of the village's prized Winterwisp Hot Chocolate or Starapple Cider, will be delivered to the Frostfeast at the race's end in Njordheim Cove.

High Hall thrives under the leadership of Mayor Elara Wintersong, a descendant of the village's founders. Her cheerful nature belies a sharp mind that has guided the villagers through harsh winters and bountiful summers alike. Once a modest affair, the race has grown under her stewardship, drawing visitors from distant lands, each year more festive than the last.

The race is not just a test of speed but of spirit and cooperation. Teams from within and beyond the village partake, fostering a sense of unity and friendly rivalry. The local blacksmith forges commemorative medallions for participants while the village's elder recounts tales of races past, her eyes twinkling like the snowflakes that dance in the wintry air.

However, not all is merry in High Hall. Whispers of a cheating team have begun to tarnish the race's camaraderie. This rogue element, cunning and unseen, threatens to upset the race's spirit. Mayor Wintersong, ever vigilant, calls upon new faces and old friends alike to safeguard the race's integrity, ensuring that the Snowdrift Derby remains a symbol of joy and unity for High Hall.

The MAD Cartographer creates fantasy battlemaps for VTT, including dynamic Foundry VTT content that comes complete with walls, lighting, sounds, and more. Each month they have a new theme and create multiple unique maps each week and have an extensive backlog of over 700 maps available to their patrons. You can check them out at https://www.patreon.com/themadcartographer

Explorer+ Patrons click HERE to get the Adventure PDF

Adventurer+ patrons click HERE to get the VTT Token Pack

Dungeon Master+ Patrons click HERE to download the Digital Map(s)

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Shards of the Icebound Heart | 4th-level 5E Adventure

This Adventure Pack includes:

  • 12-Page Adventure PDF
  • 2 New Monsters
  • 2 New Magic Items
  • 1 Full-Color VTT Map
  • 12 VTT Tokens

Background

In the furthermost reaches of Northreach, enveloped in relentless snow and chilling winds, rests the isolated village of Frostbjarg. Here, the sun lazily crawls above the horizon, casting a pale glow over the hardy community that thrives in this frostbitten terrain. The village is a living tapestry of various architectural influences, its longhouses displaying meticulous knotwork and standing runestones broadcasting the community's deeply held beliefs. The air, normally filled with the lyrical sagas sung by skalds, has become a vacuum of tense silence.

Frostbjarg was once renowned for its masterful hunters, people who became one with the icy wilderness, transforming it into a larder, a sanctuary, and even a companion. Among them stood Raynar the Silent, a living legend who tamed a winter wolf to be his loyal partner. Recently, however, the natural equilibrium of hunter and hunted, human and beast, has been shattered. Emerging from the nearby mountains, sapphire-feathered ice drakes now haunt the frosty expanses. 

Gone are the days of the hunter; now comes the era of the hunted. Raynar the Silent has vanished, his petrified form and that of his wolf standing as grim, icy effigies at the threshold of the nearby Shrine of the Frozen Winds. Other hunters have disappeared, and those found are entombed in ice, their eyes forever staring from their frozen prisons. A stifling fear envelops Frostbjarg, muffling its hope and quieting its songs.

Bruni Olafsdottir, the village's seasoned and wise leader, can no longer stand idly by. She calls upon adventurers to confront the creatures stalking the forest. Additonally, the Shrine of the Frozen Winds houses a potent relic: the Glacial Core. This pulsating gem is said to be vital for the Spring Thaw, a legendary event prophesied to renew the frozen earth and fend off an everlasting winter. She fears the relics safety in the face of this new threat stalking the region.

Explorer+ Patrons click HERE to get the Adventure PDF 

Adventurer+ patrons click HERE to get the VTT Token Pack 

Dungeon Master+ Patrons click HERE to download the Digital Map(s) 

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DECEMBER CONTENT POLL


Hey, everyone! I'm finally all settled after my big move overseas and we're now getting into winter time! That means I'll be adding some more Northreach adventures and content in the next few weeks, but I wanted to reach out and see what else you'd all like to see in December! Instead of the usual "over-arching theme" for the month, I thought I'd switch things up a little and with this poll, just choose all the things you'd like to see and I'll take everything that has some votes in and mix it up a bit! 

I'm also curious to see what you all want as far as level ranges for adventures. I typically stick to APL 1-12 as that has the most use for the most people. However, I've been mulling over putting out some higher Tier 3 or Tier 4 content if it would be something you would want to see.

So that being said, let me know below! Choose everything that sounds interesting! (options in no particular order)

If you want to see something not on the list, put it in the comments!

And as always, thank you all so much!

~ TJ Phoenix

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Hall of the Frostreaver King | 9th-level 5E Adventure

This Adventure Pack includes:

  • 15-Page Adventure PDF
  • 2 New Monsters
  • 1 New Magic Item
  • 1 Full-Color VTT Map
  • 7 VTT Tokens

Background

In ancient days, the Hall of the Hrungnir Clan stood as a monument to the indomitable spirit of Dwarven valor. Intricately adorned with runes of power and glory, the cavernous Hold bore the legacy of generations of fierce warriors, skilled seers, and wise jarls. But none were as infamous as Jarl Jorgun, the final chieftain of the clan.

Jarl Jorgun was a dwarf of unparalleled ambition and ruthlessness. He led the Hrungnir Clan to conquer new lands, amass immense wealth, and defeat monstrous beings from realms unknown. However, his hunger for power knew no bounds, leading him to dabble in dark arts and forbidden pacts. Unbeknownst to his people, he struck a vile covenant with a divine entity, promising the souls of his clan in exchange for eternal life and a weapon of immeasurable power—the Frostreaver.

As years turned to decades, whispers grew that the Jarl of Hrungnir Clan was cursed. Crops failed, newborns came into the world lifeless, and other clans began to shun them. One fateful winter, a great avalanche cascaded down from Mt. Lundgren, burying the Hrungnir Hold deep under ice and snow. Some said it was the wrath of the gods; others, the result of Jorgun’s dark pact. Either way, the Hold and its inhabitants were lost to history, becoming little more than eerie tales told by the fireside.

It wasn't until centuries later that an unexpected avalanche on Mt. Lundgren opened up what appeared to be an ancient passage leading into the icy depths. A group of explorers from Skorraholt, a settlement ruled by the Boar Clan, took this as a sign from the gods and ventured in, seeking the lost riches of the Hrungnir Clan. They were never seen again. Their disappearance, however, did not go unnoticed. Jarl Beistean MacCreamhain, unsettled by the loss of fellow kinsmen and wary of the unearthed hall's dark history, now seeks brave souls to delve into the recently uncovered abyss.


Explorer+ Patrons click HERE to get the Adventure PDF 


Adventurer+ patrons click HERE to get the VTT Token Pack 


Dungeon Master+ Patrons click HERE to download the Digital Map(s) 


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Curse of Serpent's Rise | 7th-level 5E Adventure

This Adventure Pack includes:

  • 16-Page Adventure PDF
  • 2 New Monsters
  • 1 New Magic Item
  • 1 Full-Color VTT Map
  • 5 VTT Tokens

Curse of Serpent's Rest

Once a revered high priestess serving an obscure snake deity, Etilia of Tidewater was transformed into a medusa as punishment for her attempts to steal divine power. Banished and deformed, she sought refuge in Mourning Marsh, where she discovered an ancient, half-submerged temple called Lunis's Rest. Etilia corrupted its once-sacred halls with her venomous malice and dark spells, taking the temple as her lair.

This temple was no ordinary ruin; it was originally dedicated to Lunis, a goddess of the moon and rebirth. The temple had been a sanctuary until a mysterious blight tainted the land and rising marsh waters engulfed its grounds, causing its original inhabitants to flee.

In her newfound lair, Etilia inscribed the walls with malevolent glyphs and laid treacherous traps to deter trespassers. Her corrupting influence seeped into the surrounding marsh, altering its native flora and fauna.

As decades turned to centuries, Etilia's dark legend grew, until she was finally defeated by a group of adventurers led by a Paladin named Loradin. Although Loradin fell in battle, his comrades succeeded in decapitating Etilia and sealing her head in an enchanted urn, buried deep within the temple to prevent her return.

Yet, Etilia's malevolent spirit left a lingering influence. The snakes inhabiting the temple evolved into increasingly monstrous forms. One snake, a severed piece of Etilia's own body, mutated to acquire her paralyzing and petrifying abilities. It resides within the temple, cared for by the last of the hisskin warriors still loyal to Etilia, biding its time to bring their mistress back from the cold embrace of the void.


Explorer+ Patrons click HERE to get the Adventure PDF 


Adventurer+ patrons click HERE to get the VTT Token Pack 


Dungeon Master+ Patrons click HERE to download the Digital Map(s) 


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Plain Terrain Battlemaps Kickstarter by Moonlight Maps

Hey, everyone! Just giving a quick shoutout for my good friend and cartographer Ollie over at Moonlight Maps! He's put together another stunning Kickstarter and it would be great if you could all click here to check it out and see if it's something you'd like to back!  There's a free dice in it for ya, too!

Info is below so peruse at your leisure, I'm gonna dive back into my own map making for this week's serpentine adventure ;)

~ TJ


Plain Terrain Battlemaps

Imagine laying down a battle map that perfectly matches the narrative, every time, and having total control over that environment! Welcome to Plain Terrain!

Plain Terrain' is a GM essential! 8x environment packs containing; 6x unique plain terrain maps, and matching static-cling assets, finally the perfect tools for absolute freedom! Quickly bring your world to life and create breathtaking battle maps with ease!


Watch the joy on your players' faces as you throw them into YOUR exact world, time and time again. No more "pretend this is snowy..." or "like this....but it's all on fire..." now you HAVE snow, you HAVE burning hellscapes, and MORE, with perfectly matching assets for every theme!

Terrain maps, and assets, that suit YOUR world

Main info

‘Plain Terrain' is a tabletop essential! Packs of Plain Terrain base maps, and matching static-cling assets, for every environment, the perfect tools for ultimate freedom!

Watch the joy on your players' faces as you throw them into YOUR exact world, time and time again. No more "pretend this is snowy..." or "like this....but it's all on fire..." now you HAVE snow, you HAVE burning hellscapes, and more, with perfectly matching assets for infinite battle maps!

Terrain maps, and assets, that suit YOUR world!

So often we describe a breathtaking environment, turn up the stakes with an impending battle, only to sketch an outline of scenery on a grid. Imagine being able to lay down a battle map that perfectly matches the environment your party is in, every time, and having total, endless, control over that environment. Create completely new environments in moments at the table, or in advance!

I use 3D terrain”, PERFECT! Imagine having the perfect base for your builds no matter the world your players are in! Switching out the terrain base is the perfect way to transport your players to new environments, even while using the same 3D terrain pieces!

What’s inside?

Each of the 8x Plain Terrain packs contain 6x unique terrains (25x30 inches), and 6+ sheets of matching ‘static cling’ assets (reusable, no adhesive, and pre-cut, unique to each environment pack).

Everyone who backs within the first 72 hours gets a FREE Gelatinous Icosahedron (that's a D20 to you and me...) sharp-edged resin dice!

Pledge NOW and give your players the best immersive experience at your table!

Click here to check it out!

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Secret of Sorrowpeak Asylum | 9th-level 5E Adventure

This Adventure Pack includes:

  • 15-Page Adventure PDF
  • 2 New Monsters
  • 1 New Magic Item
  • 2 Full-Color VTT Maps
  • 8 VTT Tokens

Secret of Sorrowpeak Asylum

Secret of Sorrowpeak Asylum is a Fifth Edition adventure for three to five characters of 8th to 9th level and optimized for four characters with an average party level (APL) of 9. Venture into Sorrowpeak Asylum, a haunting ruin shrouded in fog and family secrets, to confront the twisted experiments of Dr. Thalen Blackthorn. Uncover the truth behind chilling medical horrors, navigate traps and unspeakable atrocities, and decide the fate of the Whitetower family in this gothic horror adventure.

Background

Hidden away on a craggy, forsaken island shrouded in perpetual fog lies Sorrowpeak Asylum, a place of torment and forgotten souls. Once a lauded institution for the mentally unwell, its veneer of respectability hid a dark core. At its helm was Dr. Thalen Blackthorn, an illegitimate offspring of the noble Whitetower family. Driven by an aberrant belief in the divine power of pain to purify souls, Dr. Blackthorn subjected his patients to horrific experiments, seeking to cleanse their spirits through physical suffering.

The Whitetower family, wealthy and influential, secretly funded the asylum to distance themselves from Dr. Blackthorn and potentially benefit from his forbidden research. However, as whispers of the terrible treatments inflicted on patients reached the public ear, the family withdrew their support, and the asylum was shut down. Dr. Blackthorn disappeared without a trace, leading some to speculate that he died at sea.

Years passed, and the asylum was mainly forgotten until recently when eerie lights flickered within its shattered windows. An expedition led by adventurers hired by the Whitetowers and led by a distant cousin of Dr. Blackthorn set out to explore the building and eliminate any remnants linking back to the family. Instead, They were taken captive by the spirits haunting its dark halls, doomed to fall under their knives.

Now, Sorrowpeak Asylum stands as an eerie monument to human suffering and forbidden knowledge, its shattered windows like hollow eyes peering into the fog. The haunting flicker of lights in the distance and the mournful wails that carry on the wind speak of a malevolent presence that endures. A psychic snare, wrought through dark magic and unholy experimentations, still binds spirits to its decrepit halls. Despite its crumbling structure and the scars of the past, the asylum is far from lifeless; it is a restless predator, ever hungry for new souls to trap in its never-ending nightmare. 


Explorer+ Patrons click HERE to get the Adventure PDF

Adventurer+ patrons click HERE to get the VTT Token Pack

Dungeon Master+ Patrons click HERE to download the Digital Map(s)

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Lament of the Bloodweaver | 6th-level 5E Adventure

Hey, folks! Just a quick update. After some personal life stuff that I won't bore or annoy you all with, I'm in the process of getting rid of all my belongings and will be moving to Europe in a week! So I will be unavailable most of next week while I get set up. I have the next adventure already written and edited, and I just need to make the maps and put the pdf together, so that should be out Thursday/Friday. Just wrapping things up and back to usual schedule at the end of next week!

Thanks!

~ TJ

This Adventure Pack includes:

  • 16-Page Adventure PDF
  • 2 New Monsters
  • 1 New Monster Template: Blood Thrall
  • 2 Full-Color VTT Maps
  • 5 VTT Tokens

Lament of the Bloodweaver

Lament of the Bloodweaver is a Fifth Edition adventure for three to five characters of 5th to 7th level and optimized for four characters with an average party level (APL) of 6. A quest to solve the mystery of a haunted forest takes a darker turn as adventurers discover a story of lost love, betrayal, and a vampiric curse, leading them to a battle against the Bloodweaver and her cult of thralls.

Background

In the shadowed recesses of the Silvershade Forest, a haunting melody—the "Lament of the Widow," as locals call it—permeates the air on cold, moonlit nights, drawing a shroud of terror over the dark wood. Villagers recount the tale of Grenda the Lost, a heartbroken wife wandering in search of her lost husband, whose haunting song of loss is a death knell to those who hear it. However, the truth is far more sinister, concealed in an ancient, web-choked lair beneath a monolithic menhir known as Oathstone, tinged with magical inscriptions.

 Long ago, the Moonwhisper elven druids were the guardians of Silvershade Forest. Among their number was a bard named Ayrielle Heartsong, whose voice was said to brighten the soul of any who heard it. A young traveling wizard named Kessel Nightstrider fell under the spell of Ayrielle’s song and decided that she would be his and his alone. He grew enraged when she spurned his advances and turned to the dark arts. Kessel unleashed his fury upon the Oathstone, unwittingly shattering the ancient druidic seals that held Arachnefera, the dreaded vampire spider queen of the blood widows, in eternal imprisonment deep below.

 Once freed, Arachnefera attacked the Druids and massacred the guardians of Oathstone. Ayrielle, now the last of her kin, was taken as a prize, for even the spider queen was not immune to the power of her voice. Cursing her with a vampiric form, Arachnefera suspended Ayrielle in webs imbued with dark enchantments deep within her new subterranean lair beneath the Oathstone.

 Held captive for centuries, Lyrielle sings her mournful lament of all she has lost, her voice amplified by Oathstone's residual magic and extending through the blood widows' webs that lace the forest. Her sorrowful melody follows the queen's brood as they hunt the woods for fresh blood to feed their matriarch.

 Kessel Nightstrider, now an eternal thrall under Arachnefera's sway, remains in her lair, stewing in his wickedness. As the leader of her cult of thralls, he protects the spider lair and her vampiric children. However, the spider queen has patiently gathered her strength and is now on the verge of hatching her next lethal brood. Once her army of bloodthirsty children has been born, she will emerge from her subterranean hideaway, unleashing her reign of terror on the world above—unless heroes intervene to sever the threads of her dark tapestry.


Explorer+ Patrons click HERE to get the Adventure PDF 


Adventurer+ patrons click HERE to get the VTT Token Pack 


Dungeon Master+ Patrons click HERE to download the Digital Map(s) 

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Scales of Retribution | 3rd-level 5E Adventure

This Adventure Pack includes:

  • 13-Page Adventure PDF
  • 1 New Monster: Kobold Warlord
  • 1 Full-Color VTT Map
  • 9 VTT Tokens


Scales of Retribution

Scales of Retribution is a Fifth Edition adventure for three to five characters of 3rd to 4th level, optimized for four characters with an average party level (APL) of 3. When the mines of Blackstone Crossing are sabotaged by vengeful kobolds, a band of adventurers must navigate the treacherous Hillsmere Bowels and breach the walls of Witherbog Keep to unravel a web of corruption and injustice. Along the way, they must decide between bloody retribution or uneasy redemption.

This adventure takes place in the Freelands campaign setting and can be adapted to any campaign that has a ruined keep in a swamp with a few name changes.

Background

On the outskirts of the bustling town of Blackstone Crossing, nestled between craggy hills, lies Darkshard Mine. It is an economic pillar for the community, yielding precious gems and rare metals along with the eponymous dark granite used heavily in the town's construction. However, unknown to most townspeople, the labor force consisted partly of captured kobolds. The Doralli Mining Company, under the guise of convoluted worker contracts, forced the kobolds to dig tirelessly to speed up production. The company hid the kobolds in tunnels away from the other miners, keeping them blissfully unaware of their presence.

Krazzix Sharpclaw, a cunning and fearless kobold warlord, discovered the suffering of his kin at the hands of the corrupt mining company. Incensed and driven by a profound sense of duty, he gathered a squad of battle-hardened kobolds and waged a surprise attack on the mine. The miners stood no chance; many were slain in the chaos, while a handful—including the Doralli foreman, Eamon Cragjaw—were taken captive.

Krazzix and his followers retreated to Witherbog Keep, a decaying stronghold hidden amidst the labyrinthine swamp known as the Hillsmere Bowels in the Proudmore Woodlands south of Blackstone Crossing. The keep was home to the ogre brothers Magrath and Jimbo, and—after some convincing and offers of human flesh—the pair allowed Krazzix and his ragtag band to take up residence. The wily warlord knew that retribution would soon be knocking at their door and sent most of the refugees on their way as he began preparing defenses around the crumbling keep. Meanwhile, Krazzix holds Eamon captive in the keep's temple, giving each kobold a chance to take their vengeance on him—in blood.

Explorer+ Patrons click HERE to get the Adventure PDF 

Adventurer+ patrons click HERE to get the VTT Token Pack

Dungeon Master+ Patrons click HERE to download the Digital Map(s)

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Legacy of the Damned | 5th-level 5E Adventure


This Adventure Pack includes:

  • 20-Page Adventure PDF
  • 4 Full-Color VTT Maps
  • 17 VTT Tokens

Strings of Power

Strings of Power is a three-part adventure series that plunges players deep into the intricate criminal underbelly of Haven, the City of Crossroads. Throughout the series, the party uncovers complex schemes, navigates dangerous alliances, and confronts the city's darkest secrets as they find themselves inexorably drawn into a clandestine shadow war for control of the city.

In this third and final adventure, the characters find themselves entangled in a covert plot orchestrated by a shadowy criminal syndicate. Guided by malevolent necromancers, the syndicate aims to seize control by unleashing an undead horde through a secret tunnel connected to a captured lighthouse. As the party journeys from a hidden lair in the sewers to the besieged lighthouse, they must race against time to thwart this nefarious scheme and prevent a battle that could consume the city.

Each adventure is designed as a stand-alone module that can be played independently of the full series. Parties can choose to tackle a single adventure for a shorter campaign or embark on the full series for a grand, city-spanning epic. Each installment builds upon the last, yet it also offers a unique and complete story arc. This design provides you with the opportunity to tailor the adventure series to your campaign needs.

Background

The city of Haven stands as a vibrant hub of culture, trade, and politics, but its bustling streets hide a complex web of intrigue and danger. Positioned between two once-warring empires, Haven's peace has been hard-won, and beneath its thriving streets, the shadows of conflict still linger.

The Shadow Hand, a secretive smuggling ring, serves a purpose far beyond their simple criminal facade. Guided by the sinister necromancers of the Black Skull Brotherhood, they seek to reshape the entire region by striking at the heart of the Freelands. The Brotherhood's motivation is clear: to create chaos and forge a new order from the ashes, an order they alone control.

The party have already been entangled in the Shadow Hand's machinations, although they have been unaware of this truth. Through cunning manipulation, the organization used them to dismantle rival factions like the Talons gang and expose the Veiled Order. These actions have cleared the way for them to dig a secret tunnel from Starwatch Lighthouse into the city's sewers, paving the path for their undead invasion.

The plot revolves around a fleet filled with undead horrors sailing under cover of darkness to the recently captured Starwatch Lighthouse. Once a beacon of hope that guided ships into the safe harbor of Haven, it now serves as a gateway for the necromancers to attack the city from within.

The characters now stand on the brink of a race against time to thwart the Shadow Hand's vile scheme. Their journey will take them from the hidden lair within the city sewers to the towering Starwatch Lighthouse, where they must confront the undead invasion to prevent a battle for control of the city.


Explorer+ Patrons click HERE to get the Adventure PDF 


Adventurer+ patrons click HERE to get the VTT Token Pack 


Dungeon Master+ Patrons click HERE to download the Digital Map(s) 

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The Haunting of Wisteria Manor | 4th-level 5E Adventure


This Adventure Pack includes:

  • 18-Page Adventure PDF
  • 4 New Monsters
  • 2 Full-Color VTT Maps
  • 10 VTT Tokens

The Haunting of Wisteria Manor is a Fifth Edition adventure for three to five characters of 3rd to 4th level, optimized for four characters with an average party level (APL) of 4. Within the haunting halls of Wisteria Manor lies a twisted tale of nobility, dark ambition, and forbidden power. Characters unravel the secrets of a once-respected family's descent into madness, battling restless spirits, unmasking a sinister cult, and uncovering dark secrets.

This adventure takes place in the Freelands campaign setting and is easily adapted into any setting with a haunted manor and a city with competing factions.

Strings of Power

Strings of Power is a three-part adventure series that plunges players deep into the intricate criminal underbelly of Haven, the city of crossroads. Throughout the series, the party uncovers complex schemes, navigates dangerous alliances, and confronts the city's darkest secrets as they find themselves inexorably drawn into a clandestine shadow war for control of the city.

In this second adventure, the characters explore the haunted Wisteria Manor in search of answers to its connection to the Shadow Hand, the cult that pulled the strings of the mage Varik in The Talon’s Mark. Instead, they uncover a plot by the Veiled Order, a group of disgruntled nobles attempting to contact eldritch beings in exchange for power. After exposing their hidden temple and forcing the nobles into seclusion, the Shadow Hand necromancers pounce on the opportunity to begin smuggling undead into the city in the series finale.

Each adventure is designed as a stand-alone module that can be played independently of the full series. Parties can choose to tackle a single adventure for a shorter campaign or embark on the full series for a grand, city-spanning epic. Each installment builds upon the last, yet it also offers a unique and complete story arc. This design provides you the opportunity to tailor the adventure series to your campaign needs.

Background

In the annals of Haven's noble history, the Wisteria family once stood as a beacon of respect and influence. Lord Archibald Wisteria was a man consumed by ambition, wielding his influence like a sword, while Lady Rosalind, his wife, governed their household with a steely and calculating eye. The Wisteria family's secret trade in ancient relics supported their opulent lifestyle until the end of the Great War, when their underhanded dealings dried up as quickly as the ink on the newly signed treaty twenty years ago.

Outwardly, the family worshiped Sylvanis, goddess of life, but secretly they sought the forbidden power of eldritch forces, hoping to regain their wealth and status. They helped form a dark and ambitious cult called the Veiled Order along with other disgruntled nobles and transformed the chambers beneath their manor, once used for hiding contraband, into a temple for dark rites.

Their daughter, Lilyann, a young and innocent musician, knew nothing of her family's treacherous schemes. Shielded by her parents’ dark ambitions, she became a victim of circumstance, caught in a web of deceit that would lead to her tragic end.

It was a servant named Oliver who decided to end their wicked reign. Driven by his own twisted sense of justice, he poisoned the family, only to succumb to the very same poison he had used before he could escape his hiding place in the manor.

Now, the manor is owned by Lord Elaric Thornbridge, a prominent member of the Veiled Order. The cult uses the spirits trapped within the manor grounds to promulgate its haunted reputation and keep the curious at bay. All the while, the Veiled Order continues to plot and scheme in the shadowed chambers beneath the estate, hoping to regain their power through sacrifices.

Whispers and rumors circulate through the taverns of Haven, painting a vivid picture of Wisteria Manor's haunted halls. They speak of hidden treasures tucked away in secret chambers, forbidden knowledge scrawled in ancient tomes, and spectral apparitions that wander the rooms, trapped in a never-ending dance of despair.


Explorer+ Patrons click HERE to get the Adventure PDF 


Adventurer+ patrons click HERE to get the VTT Token Pack 


Dungeon Master+ Patrons click HERE to download the Digital Map(s) 


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The Talon's Mark | 3rd-level 5E Adventure

This Adventure Pack includes:

  • 21-Page Adventure PDF
  • 1 New Magic Item 
  • 5 Full-Color VTT Maps
  • 9 VTT Tokens

Strings of Power

The Strings of Power is a three-part adventure series that plunges players deep into the intricate criminal underbelly of Haven, the city of crossroads. Throughout the series, the party uncovers complex schemes, navigates dangerous alliances, and confronts the city's darkest secrets as they find themselves inexorably drawn into a clandestine shadow war for control of the city.

In this first adventure, the characters unravel a string of mysterious murders, initiating their pursuit of justice that entangles brings them face to face with the Talons, a local gang of smugglers and thugs. The following adventures further plunge the party into a world of intrigue and treachery as they take on the underworld of Haven and its ruthless puppet masters.

Each adventure is designed as a stand-alone module that can be played independently of the full series. Parties can choose to tackle a single adventure for a shorter campaign or embark on the full series for a grand, city-spanning epic. Each installment builds upon the last, yet it also offers a unique and complete story arc. This design provides you the opportunity to tailor the adventure series to your campaign needs.

Background

Lenny Thistledown's hands were once strong and steady, skilled in the hard labor of the Waterfront docks in Haven. A cheerful grin always adorned his weathered face, and his laughter was a common sound in the bustling market. His sister, Juliette, adored her big brother, who was both her protector and a best friend to her sickly daughter. Life was simple but good.

However, as debts piled up and his family's needs grew, Lenny was drawn to the allure of the Widow's Web, where he would fight for gold and glory against both beast and man. His victories were celebrated, but his losses were devastating.

It was during one of these low moments that he encountered Daltos, the charismatic leader of the Talons, a local gang made up of disgruntled dockworkers and underpaid guards. Daltos saw potential in Lenny and introduced him to the more hidden aspects of Haven's underworld, where violence and money were intertwined.

However, nestled like a viper amongst the gang was Varik, a mage and former student of the Great College of Magic who had found solace in the dark arts of necromancy. A servant to the secretive Shadow Hand, Varik was tasked with ensuring certain influential bards in Haven were silenced. The Shadow Hand's plans were under threat by the members of the Gilded Jesters, a secretive guild of assassins whose members consisted of bards and other performers.

Lenny, along with other unsuspecting members of the Talons, became Varik's instruments in this sinister plot. His tasks grew darker and more violent, and the once joyful dockworker found himself trapped in a web of deception and manipulation. Under Varik's orders, Lenny and a select few Talons began a string of murders throughout the Glittering Quarter, becoming oblivious soldiers in a dark and deadly war. The streets of the Glittering Quarter ran crimson with blood as the city guard were unable to solve the murders.

Among the intended victims was the famous bard Mara, known as the Lady of Verses, but something went wrong. As Lenny and the assailants lunged at Mara as she walked home from her latest performance, something in him faltered, and the attack went awry. The slight hesitation was all the bard needed to cut Lenny's life short in a flash. The other assailants fled, leaving Lenny's slowly cooling body on the city streets as the first break in the case.

Maps provided by Moonlight Maps!

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You get access to all 100+ battle map packs in the archive, a new pack every week, and FoundryVTT map packs (for the months you are subscribed) to bring your world to life!

Higher tiers get as many as 50+ maps every month (4+ map packs, each with a core map and 10+ custom variants)!


Explorer+ Patrons click HERE to get the Adventure PDF 


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Haven: City of Crossroads | Freelands City Setting

This Setting Pack includes:

  • 32-Page Setting PDF
  • 1 Digital Map of the City
  • 18 VTT NPC Tokens
  • 6 New NPC Templates


Introduction

Haven is a city located in the center of the vast continent of Astaria that emerged as a symbol of unity and peace following the aftermath of a five-century-long war. Established during a period of intense chaos, the city's inception embodies the resilience and harmony-seeking nature of the refugees it sheltered.

The end of the centuries-long conflict between the western Z'hing-Tao and the eastern Holy Ignis Empires—known as the Great War—marked the creation of Haven. Its birth coincided with the signing of the Great Treaty, a significant historical event that signaled an end to the turmoil that scarred the region, from the towering Motionless Mountains to the deep Azure Sea.

Recognizing the need for a buffer state to maintain the newfound peace, the Freelands were established, with Haven at its heart. As the political hub of this emerging nation, Haven was envisioned as a living symbol of reconciliation and co-existence between the erstwhile adversaries.

Under the watchful guidance of the Council of Seven, representatives from influential factions within the Freelands, Haven transformed from a hard-fought fortress into a beacon of stability within the untamed Freelands.

Despite being the newest capital on the continent, Haven holds immense significance. It's a melting pot of diverse cultures, mirroring the rich tapestry of Astaria's various societies. Haven stands as an emblem of unity and hope, a testament to the power of collective strength, and a constant reminder of the delicate peace Astaria continues to uphold.

As Haven continues to evolve, its future is bound to the destiny of the Freelands and, in a larger sense, to all of Astaria. It represents the dreams and aspirations of its people, flourishing as a sanctuary amid these turbulent times.

Explorer+ Patrons click HERE to get the PDF

Adventurer+ patrons click HERE to get the VTT Token Pack


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Storm Maiden's Requiem | 8th-level 5E Adventure

Hey, everyone! So I'm in the process of moving and getting things set up in my new spot. I'm working on some more Freeland content after some discussions with folks in the discord and we'll be visiting the capital city of Haven this week! I'll have the city setting up this coming weekend and a 3-part adventure series to go along with it. If you enjoyed the "Rise of the Black Skull" trilogy out of Hopewell Harbor, get ready for some more romping fun along the Breakwater Coast!

~ TJ Phoenix


This Adventure Pack includes:

  • 21-Page Adventure PDF
  • 1 New Legendary Stat Block: Storm Maiden
  • 1 New Monster: Time Golem
  • 1 New Magic Item: Tempest Orb
  • 1 Full-Color VTT Maps
  • 9 VTT Tokens

Background

Storm's Tear was not always a fractured curiosity of lightning and crystal floating amidst the clouds. Master Conjurer Orlin Vess constructed the crystalline tower as a bastion of magical innovation on the peaks of the eastern range of the Motionless Mountains. Wizards, sorcerers, and arcanists across the realm were drawn to its halls and formed the Stormbinders' Conclave, each contributing to the spire's burgeoning knowledge and power. 

The youngest of these arcanists was a tempestuous prodigy named Phaedra Skybinder, later known to many as the Storm Maiden. Fascinated by storms in a distant coastal town since childhood, Phaedra was eager to harness their raw energy. She became a fixture in the tower's highest levels, her eyes forever studying the heavens.

A fatal blend of ambition and curiosity led Phaedra to an experiment that would transform her life and the spire itself. She aimed to tether a storm's heart to a magical relic, the tempest orb, intending to capture its power and study its intricacies. However, storms are creatures of whim and fury. When Phaedra called down the lightning to imbue the orb, she underestimated its strength.

In a blinding explosion, the heart of the storm merged with the tempest orb, its power too great for the young arcanist to control. The unleashed storm energy, magnified by the orb, caused a massive arcane shockwave that shattered the spire into floating fragments, levitating into the clouds due to the storm's residual magic.

Phaedra herself was changed. Touched by the storm's heart, she became a living conduit for its energy, her form shifting into a being of raw elemental power. Grieving the loss of her peers and overcome by guilt, her mind fractured. The Storm Maiden became trapped in a constant state of flux and now attempts to use the raw magic coursing through her to pull the spire and the spirits trapped within back together.

Over time, the Storm Maiden's control over her powers and sanity has waned, resulting in increasingly violent and erratic storms spreading from the spire. These storms began affecting the world below, causing mysterious weather patterns and magical disturbances in the nearby town of Hailstone and its surroundings.

Dr. Percival Lumentwist, a respected scholar and Hailstone's self-proclaimed weather enthusiast, started noticing these abnormalities. When a particularly violent storm caused local well water to develop unpredictable magical properties, he realized the connection with Storm's Tear. Aiding the increasingly distressed townsfolk, Lumentwist seeks assistance from seasoned adventurers to solve the predicament.


Explorer+ Patrons click HERE to get the Adventure PDF 


Adventurer+ patrons click HERE to get the VTT Token Pack 


Dungeon Master+ Patrons click HERE to download the Digital Map(s) 

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Shadows of the Cheshire Grin | 8th-level 5E Adventure

Hey, everyone! Finally wrapped up this massive adventure for the Heart's Domain micro-setting! I was recently diagnosed with a Repetitive Strain Injury ironically called "mouse elbow" (it's like tennis elbow) that has been extremally painful and is limiting my time to spend working. To this effect, i'm going to be skipping the micro-setting for this month and pushing it till next month. I'll still have the adventures, monster supplement, and magic item supplement coming, though! Just gotta rest this arm up to keep the content coming :)

Anyway, hope you enjoy!

~ TJ Phoenix


This Adventure Pack includes:

  • 28-Page Adventure PDF
  • 1 New Legendary Stat Block: Cheshire Cat
  • 6 Full-Color VTT Maps
  • 13 VTT Tokens


Background

In the sinister underbelly of Wonderland, darkness descends as the twisted Cheshire Cat, an abomination imbued with eldritch shadows, wreaks havoc through the Tulgey Woods. It was not always this way. Long ago, the Cheshire Cat was a creature of mischief and whimsy. But as eldritch void energies seeped through Wonderland, he was twisted into a malevolent being that now feasts on hope and joy.

Below the decaying lands lies the Clockwork Warrens, a mechanical labyrinth governed by the White Rabbit. Once a herald of time, he is now an amalgamation of clockwork and undeath, enslaved to the will of Alice, the Queen of Hearts. However, even in his twisted state, the White Rabbit recognizes the terror the Cheshire Cat brings to Tulgey Woods and desires to end it. He fears that if left unchecked, the Cheshire Cat might one day challenge the Queen herself.

Adventure Summary

The twisted Cheshire Cat, now a nightmarish void creature, haunts the Tulgey Woods in Wonderland. The part clockwork, part undead White Rabbit, guardian of the Clockwork Warrens, enlists the party to capture the Cheshire Cat using a magic mirror before its shadowy terror consumes what remains of Wonderland's enchantment.

The adventure is broken down into three distinct parts:

Part 1: The Warrens' Plea. The characters stumble upon a winding rabbit hole in the mortal world and are transported to Wonderland's Clockwork Warrens. They encounter the White Rabbit, who tells them about the Cheshire Cat's terror in Tulgey Woods. The White Rabbit provides the party with a magic mirror, which can trap the Cheshire Cat, and implores them to venture into the woods.

Part 2: A Dark and Deadly Wood. The party arrives at the entrance of Tulgey Woods, which eldritch energies have twisted into a nightmare version of its former glory. The trees whisper secrets, and shadows move with eerie intent. The party must track the Cheshire Cat by following shadows that behave peculiarly. Along the way, they must solve enigmatic puzzles and face nightmarish creatures twisted by the void.

Part 3: The Grinning Terror. Deep within Tulgey Woods, the party finds the Cheshire Cat's lair; a twisting rose garden maze with portals to macabre challenges. They must battle eldritch creatures in a live-action chessboard and face the headless former Queen of Hearts in a nightmarish croquet match before facing the demonic shadow cat.

Explorer+ Patrons click HERE to get the Adventure PDF 


Adventurer+ patrons click HERE to get the VTT Token Pack 


Dungeon Master+ Patrons click HERE to download the Digital Map(s) 


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Wonderland Monster Menagerie | Fifth Edition Monster Supplement

Hey, folks! Hope you're having a great holiday weekend so far! Just wanted to drop the Monster Menagerie for Heart's Dominion real quick before I head out on my own little break! 

Hope you like them and they add to your campaigns! Let me know what you think :)

~ TJ Phoenix

PS: The Cheshire Cat is absent from this supplement for a reason ;)

Wonderland Monster Menagerie has 10 new monsters and tokens for our Heart's Dominion: The Fallen Wonderland micro-setting!

Including:

  • Alice, Queen of Hearts
  • Caterpillar
  • Jabberwock
  • Mad Hatter
  • White Rabbit
  • Card Soldier
  • Doom Bloom
  • Mad Hatter Rebel
  • Tockling
  • Vorpal Bandersnatch


Explorer+ Patrons click HERE to get the Supplement PDF 

Adventurer+ patrons click HERE to get the VTT Token Pack 

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Wonderland Vault of Wonders | 5th Edition Magic Item Supplement

Hey, everyone! Hope you're having a great week so far! Just dropping the magic item supplement for Heart's Dominion: The Fallen Wonderland and it's packed with a bunch of goodies!

There are 10 new magic items with our Wonderland theme:

  • Alice's Looking Glass
  • Caterpillar’s Hookah
  • Cheshire Mask
  • Jabberwock’s Eye
  • Teapot of the Mad Hatter
  • Tweedle's Twinned Tokens
  • White Rabbit's Pocket Watch
  • Queen's Tarts of Hearts
  • Voracious Playing Cards
  • Vorpal Sword

Tomorrow I'll be dropping the Wonderland Menagerie with a bunch of familiar characters (with our eldritch twist, of course!) and some new monsters to throw at your players! I'm still working through the setting adventure and hoping to finish the maps this weekend and get it out the door. Almost back to a normal release schedule again, thank you for your patience!

Let me know what you think or if there are any issues!

~ TJ Phoenix

Explorer+ Patrons click HERE to get the Supplement PDF 

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Heart's Dominion: The Fallen Wonderland | 5th Edition Micro-Setting

Hey, everyone! Just getting back home from my birthday weekend and ready to release June's micro-setting!

This one has been a blast to write! I'm still working on a good template for these settings as they're coming out a bit bigger than intended (I get too excited about settings, I fully admit) and they're cutting into time for adventure writing sadly. To that effect, I'm going to pump out a menagerie supplement that I'm almost done with that includes stat blocks for the Queen of Hearts, Mad Hatter, White Rabbit, and other twisted versions that fit into the setting, as well as a magic item supplement this week.

If there's something I missed or you want more details on, please don't hesitate to reach out and let me know! All comments, suggestions, and even criticisms are welcome!

~ TJ Phoenix



In a land where moonlight dances upon lakes of tears and forests whisper secrets, Wonderland beckons. The Ruby Citadel, a monolith of thorns and shadows, dominates the fallen dreamscape. Here, Alice, the Queen of Hearts, rules with an iron fist, amidst crimson-clad card soldiers and shadows forged of dark magic. The Tulgey Wood spreads its gnarled embrace, where the Cheshire Cat prowls, a phantom with ember eyes and a ravenous void for a grin.

Deep beneath the twisted dreamscape lies the Clockwork Warrens', a winding labyrinth that is home to the White Rabbit’s secret police. His clockwork and necrotic paws are synced with an ominous pocket watch, while spectral gears embroider the air with time’s fragments.

Welcome to Heart’s Dominion—a realm where childhood whimsy has turned to nightmare and madness weaves through thorny spires. Where echoes of laughter and despair entwine as  timeless wonders challenge the hearts of the valiant.

Introduction

In the days of yore, Wonderland was a realm of unfettered dreams and perpetual reverie. The fabric of this land was woven with pure imagination, where daisies whispered lullabies and stars could be plucked from the skies. Three Monarchs of Whimsy safeguarded the dreamscape in this enchanted world: The Luminous Jester, The Lady of Whispers, and The Guardian of Reflections. They resided in the Dreaming Spires, a kaleidoscopic palace that danced among clouds.

One day, a young human girl named Alice stumbled into this realm through the Dream Lattice. With her arrival and subsequent adventures, Wonderland flourished as her boundless imagination infused the land with whimsical splendor. However, her abrupt departure back to her world ripped a void that sent tremors through Wonderland's very essence.

Alice eventually returned to Wonderland as a young woman but as a different person; no longer the naive young girl, she had grown harsher and crueler. The hardships of life had created an empty void that nestled within her heart. This seed of darkness flourished, devouring her sense of wonder and hope. In turn, the Dreaming Spires began to dim, and a slow, palpable dread began to permeate the air.

The once-majestic Monarchs withered. The Luminous Jester's laughter turned to anguished wails, and his form twisted into shadows. The Lady of Whispers became a spectral wraith, her whispers turned to curses that carried despair. The Guardian of Reflections shattered, his shards forming an ever-reflecting labyrinth filled with entrapped lost souls.

The seed within Alice blossomed when she slew the Queen of Hearts in a fit of rage. Wonderland quaked as Alice was crowned the new Queen of Hearts, and her darkness spread to infect the entire world, creating Heart’s Dominion.

Heart's Dominion became a grotesque caricature of what Wonderland once was. The Blackroot, an eldritch, twisted tree with bark that seemed to pulse as if alive, erupted within the Ruby Citadel, where Alice reigned. It spread its gnarled roots throughout the realm, each carrying echoes of dark dreams and forgotten nightmares.

The former inhabitants of Wonderland were transformed into monstrosities of shadow and decaying flesh falling into eldritch madness. Cheshire Cat, now a shapeshifting shadow, feasts on the fears of the lost in Tulgey Wood. The White Rabbit, his ticking an eternal dirge, became the undead harbinger of the Queen’s wrath, leading an army of clockwork abominations. Only the Mad Hatter, his spirit preserved through a sheer force of will, mourned the loss of joy and became the somber leader of a resistance born from the remnants of wonder.

The once-vibrant and whimsical Wonderland became trapped in a shroud of madness. Here, amidst the decay and shadows, the essence of dreams curdled into the ink of nightmares. The struggle between the fragments of wonder and the ever-encroaching eldritch darkness continues, as characters brave enough to enter this twisted realm must navigate the remnants of dreams and the terrors of a nightmare sprung to unlife.


Explorer+ Patrons click HERE to get the Adventure PDF + Regional Map 


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Update and July Theme Poll

Hey everyone, hope you're enjoying the start of the week! Got a quick update and it's time for next month's poll!

Our new setting, entitled "Heart's Dominion: The Fallen Wonderland" is completely written and I'm now on to making the regional map and gathering artwork before doing a last edit/proof and putting it all together for publication.

It's been fun putting it together and dipping into a bit of eldritch madness in the whimsical world where the Cheshire Cat stalks the Tulgey Woods and the Hatter's Rebellion is in full swing against the tyranny of the Red Court. We have some new mechanics on cooking magical meals, a twist on a madness system, a new wizard School of Cardomancy that uses playing cards to enhance spells, and high CR campaign villain stat block for Alice, the Queen of Hearts!

Going to be plugging away to get that wrapped up quickly and out the door soon!

Until then, let's get some ideas started on a setting and adventure theme for next month! After some feedback, I put some more detail into each option to better explain the concepts I had in mind. Feel free to add in any ideas as a comment and if you like the idea, give it a like as well!

Thank you all so much for your support! As always, none of this is possible without you all!

~ TJ Phoenix

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Crimson Shadows | 3rd-level 5th Edition Adventure

Hey, everyone! Slight delay on this one as I'm coming back from a week long (much needed) impromptu vacation. This is part 2 of 2 for the introductory adventure arc for the Etheria steampunk setting previously released, including all the monsters, magic items, new spells, etc.

The Etheria content was a lot of fun to dive into and I hope you all enjoy it! Now on to the Dark Wonderland setting!

~ TJ Phoenix


This Adventure Pack includes:

  • 25-Page Adventure PDF
  • Full-Color VTT Map
  • 3 New Spells
  • 6 New Monster Stat Blocks
  • 3 New Magic Items
  • 16 VTT Tokens

Background

Luminary Haven is a city known for its peace, tranquility, and advanced technology blending with the natural environment. Located in the heart of the Emerald Canopy, it's a refuge for sorcerers who can harness the ambient Aetherium energy prevalent in Etheria and a home to the aetheric druids holding back the mutated wilderness. Here, nature coexists with technology, creating a unique blend of organic and artificial elements.

However, beneath this tranquility lurks a dangerous threat. Luminary Haven is about to unveil a new subterranean aether train that links the town to the industrious city of Rustique, promoting connectivity and progress. But unknown to many, it has also become the target of a dangerous cult known as the Crimson Cogs.

The origins of this threat trace back to Iron Heights, where the inventor, Balthazar Gearwright, had his experimental aethercore—a source of immense arcane energy—stolen from his secured workshop. This theft was the handiwork of the Storm Jackals, notorious thieves and ruthless thugs who terrorized Iron Heights in recent months. Balthazar hired a group of adventurers to retrieve the stolen aethercore after capturing an image of one of the thieves on an invention.

As the adventurers delved into the Emerald Canopy, they discovered the remains of the slaughtered bandits. They learned that the assault was orchestrated by the Crimson Cogs, who initially hired the thieves to steal the Aethercore. The cult blames wild aetherborn sorcerers for the catastrophic Sundering. They intend to use the stolen aethercore to build a devastating weapon against Luminary Haven, where they have gathered together for protection.

The plot thickens in Luminary Haven with the involvement of Varek Embereye, the subway project's lead engineer. Unbeknownst to others, Varek is secretly allied with the Crimson Cogs. His knowledge of the subway system and access to the aetherite mines places him in a unique position to maximize the damage to both Luminary Haven’s leadership and economy. Varek’s work in building the subway has kept him from suspicion by his colleagues, but rumors on the streets hint at something amiss.

With the public unveiling of the subway approaching, including an inaugural trip by the city’s leadership, the adventurers must act swiftly. They must uncover the conspiracy, track down the stolen Aethercore, and prevent a potential catastrophe.


Explorer+ Patrons click HERE to get the Adventure PDF 


Adventurer+ patrons click HERE to get the VTT Token Pack 


Dungeon Master+ Patrons click HERE to download the Digital Map(s) 




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Quick Update: Last of May Content + June's Theme

Hey, everyone! Hope you all had a great long weekend and enjoyed some time off!

Just wanted to give a quick update on the state of content currently and for next month:

Crimson Shadows: The Shattered Core Part 2 is just a teensy bit behind schedule and I'm wrapping that up hopefully by EOD tomorrow or Friday at the latest.

This adventure will include another 5 new monsters, 4 new magic items, and a new sorcerer subclass (The Gunmage) that I'm still tinkering with.

That will wrap up the May's "Steampunk Wilderness" theme and I have to say, it was a lot of fun!


Now on to June!

There's no time to slow down, otherwise we'll be late late late, and since June is my birthday month, we're going down down down and seeing just how far this rabbit hole goes... into...

DARK WONDERLAND

(Malice in Wonderland? Still mulling over the title...)

(some concept art from my theme board to give an idea of what we're going to be looking at)

Note: I took the "Eldritch Planewalkers" and "Mythical Noir" options (the next two top ones from the last theme poll) and kind of mashed them together. Some of this is subject to change, of course, but here's a taste of what I'm putting together.


The Premise

The realm once known as Wonderland has fallen into darkness and despair, as a cruel and malevolent new ruler has seized control. Alice, once the innocent girl who stumbled into the realm, is now the bloodthirsty Queen of Hearts. Having killed the old queen, she now governs the region with an iron fist. The characters once known for their whimsy and nonsense are now agents of her cruel regime or rebels fighting against it. Welcome to Wonderland, a land where once-bright colors have dulled, laughter has turned into sobs, and wonder is replaced by fear.

Regional Description

The setting is a haunting, bleak, and distorted version of the original Wonderland. The region is marked by an eternal twilight, a constantly shifting landscape full of carnivorous plants, treacherous marshes, and maddeningly winding mazes.

Key points of interest include:

  1. Crimson Castle: The castle has grown like a cancerous growth in the heart of Wonderland, its blood-red towers are a constant, oppressive presence that can be seen from everywhere in the kingdom. This is the domicile of the Queen of Hearts, Alice.
  2. Rabbit Warrens: The underground network of tunnels used by the White Rabbit and his chronomancer secret police. These tunnels span the entire realm, allowing the White Rabbit to appear seemingly anywhere at any time.
  3. Hatter's Refuge: Hidden in the Tulgey Woods, this area is a secret base where the Mad Hatter and his resistance fighters regroup, plan their actions, and hide from the Queen's forces.
  4. Tulgey Woods: The dark, twisted forest that covers most of Wonderland is full of monstrous creatures and dangerous anomalies. It is here that one might stumble upon pockets of resistance against Alice's reign.
  5. The Wailing Lake: A large, bleak body of water that continually produces eerie noises, as though it's crying. It's said to be haunted by the spirits of those who've drowned in its depths.

Major Factions

  1. The Heart Regime: Led by Alice, the Queen of Hearts, they rule Nethergloom with an iron fist. The Card Soldiers, who once served the previous queen, now act as enforcers, brutally suppressing any opposition.
  2. The Rabbit Watch: The secret police of the realm, led by the White Rabbit. They are feared for their sudden and unexpected appearances, and are known to make dissenters disappear.
  3. The Hatter's Rebellion: This ragtag group of rebels is led by the Mad Hatter. They're working in the shadows, planning and executing missions to undermine the Queen's rule and restore the realm to its former self.

Major NPCs

  1. Alice, the Queen of Hearts: Once an innocent outsider, she's now the ruthless ruler of Wonderland. Her paranoia and anger are as unpredictable as the realm itself.
  2. The White Rabbit: As the head of the Rabbit Watch, he uses his knowledge of the land and its people to maintain order and crush any signs of rebellion.
  3. The Mad Hatter: Once known for his insane tea parties, he now leads the Hatter's Rebellion, utilizing his madness as a strategic tool against the oppressive regime.
  4. The Cheshire Cat: This enigmatic character remains a wild card in the political turmoil. His loyalties are unknown, and his ability to appear and disappear at will makes him an elusive and potentially dangerous figure.
  5. The Caterpillar Sage: A wise but reclusive figure residing in the Tulgey Woods, the Caterpillar could prove to be a valuable ally or a cryptic hindrance to anyone daring to seek his knowledge.

Special Features

  1. Temporal Distortion: Time behaves strangely in Wonderland, perhaps a side effect of the Queen's madness. In certain areas, time may slow down, speed up, or even flow backward.
  2. Madness Mechanic: A character's mental stability is as important as their physical health. Extended exposure to Wonderland's twisted reality could result in bouts of madness, hallucinations, or even temporary alignment shifts.
  3. Morphic Landscape: The geography of Wonderland constantly changes according to the whims of its ruler, making navigation a true challenge and maps essentially useless.
  4. Surreal Flora and Fauna: Inspired by the unique inhabitants and plant life of Wonderland, you'll encounter creatures such as sentient flowers, birds made of origami, and cats that can disappear at will.
  5. Riddling Conundrums: Much like the original Wonderland, the world is filled with puzzles and riddles that must be solved to progress, offering an extra layer of challenge to the players.
  6. Tea Magic: Tea in Wonderland holds unique magical properties. Different blends could offer temporary buffs, induce invisibility, or perhaps even provide glimpses of the future.
  7. Eldritch Influence: Unseen, ancient forces from beyond the veil of reality might have a stake in Wonderland's fate, providing a Lovecraftian horror element to the setting.
  8. Rebellion Mechanics: Players can participate in and influence a large-scale rebellion, making tactical decisions and experiencing the consequences of their actions on the world.
  9. Chaos Quotient: The inherent chaos of Wonderland is amplified in Wonderland. Unpredictable events, such as spontaneous weather changes, bizarre physics, or nonsensical phenomena, occur frequently.
  10. Dream Logic: This world is governed by a sort of dream logic, where things often make sense in a twisted, nonlinear way. This can affect both the narrative and the mechanics of the game.


Stay tuned, folks, it's going to be a wild ride! :)

~ TJ Phoenix

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Gears of Intrigue | 1st-level 5th Edition Adventure

Hey, everyone! Apologies for the delay on this one, it got a bit bigger than I originally planned, but that's to your benefit! This is part 1 of 2 for the introductory adventure arc for the Etheria steampunk setting previously released. As previously discussed, it includes this week's new monsters and magic items. Part 2 will come out next week!

Let me know what you think of this format!

~ TJ Phoenix

This Adventure Pack includes:

  • 25-Page Adventure PDF
  • Full-Color VTT Map
  • 1 Flying Vehicle Stat Block
  • 6 New Monster Stat Blocks
  • 2 New Magic Items
  • 13 VTT Tokens

Background

Balthazar Gearwright is a curious figure in the bustling city of Iron Heights. A tinkerer turned entrepreneur, he is known for his eccentric personality and wondrous inventions. Balthazar's name echoes through the city's crowded streets, whispered with a hint of amusement and begrudging respect. After all, he is the man behind Gearwright Industries, a burgeoning enterprise helping drive Iron Heights' magitech revolution.

Balthazar's warehouse—a sprawling mass of scaffolding, steam pipes, and the constant hum of aetherite energy—is filled to the brim with curiosities. Devices that emit brilliant sparks, mechanized contraptions that defy understanding, and entire racks of blueprints for ideas yet to come. There's no doubt that Balthazar is a dreamer. But his dreams, as grand as they are, don't always transpire as planned. It's a well-known fact in Iron Heights: when Balthazar's new invention is about to be unveiled, you can expect the unexpected.

One such unexpected twist recently unfurled when Balthazar announced his latest innovation: the Aethercore, a powerful magitech artifact capable of generating near-limitless energy for the poor residents of Iron Heights. It was a testament to his genius but also, as it turns out, a beacon for trouble.

The unveiling caught the attention of the Storm Jackals, a notorious gang of thieves eager to leave their mark on the city. The Storm Jackals are adept thieves and brutes driven by ambition and greed. They've plagued Iron Heights with their audacious heists, but stealing from Balthazar Gearwright was outside their typical thefts. They were hired by a dangerous cult known as the Crimson Cogs, who wish to use the Aethercore for their own sinister ends.

Balthazar, for his part, was far from defeated. In his mind, every failure was a stepping stone to success, and this was no different. He is looking for stalwart individuals willing to uncover the truth of this conspiracy after managing to snap a photo of one of the thieves.



Explorer+ Patrons click HERE to get the Adventure PDF 


Adventurer+ patrons click HERE to get the VTT Token Pack 


Dungeon Master+ Patrons click HERE to download the VTT Ready Digital Map Pack 

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Aetherforged | Etheria: Character Race


Charcter Race: Aetherforged

Emerging from the confluence of arcane magic and advanced technology, the Aetherforged represent a unique phenomenon in Etheria's rich tapestry. These sentient constructs, once ordinary automatons, were bestowed with consciousness and purpose by the transformative energies of the Aetherstorm. This cataclysmic event centered around the Forge of Sparks—a legendary Arcane Engineering facility—imbued these mechanical beings with self-awareness and a wide array of human-like emotions, irrevocably altering their destinies.

Originally conceived during the era of the Astromagi, these automatons were designed as steadfast protectors, erudite scholars, and reliable companions. Yet, the Aetherstorm's touch rewrote their directives, birthing a new race – the Aetherforged. Bereft of their former masters, many continued their initial tasks, safeguarding ancient lore or standing sentinel over specific sites, like their brethren, the Guardian of Glimmerhold.

However, others, like the renowned Aetherforged explorer, Luminary Ironheart, sought to carve their own path. These Aetherforged ventured forth into Etheria's wilderness, engaging with diverse cultures and races and, in turn, enriching their own understanding of existence and the meaning of individual purpose.

The Aetherforged's metallic forms, adorned with intricate engravings and radiant aetherite crystals, are a testament to their unique heritage. Their inherent comprehension of magic and technology positions them as invaluable allies in Etheria's capricious landscape.

Yet, a poignant quest unites the Aetherforged—the pursuit of awakening more of their kin. The secret of sentience, lost in the ruins of the Forge of Sparks, is their collective holy grail, a beacon of hope that their race can continue to grow and thrive in the world of Etheria.


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Etheria: Rage of the Aetherstorm | 5th Edition Campaign Setting

Hey, everyone! First off, hope you're all having a great weekend! Just wrapped up the first version of the steampunk wilderness campaign setting: Etheria!

This one got me caught in a creative whirlwinf and it winded up a bit more than a micro-setting, and a bit less than a full campaign sourcebook. The plan is to add in  a bestiary, magitech items (yes, that's not a typo!), new spells, new classes, and a APL 1-3 adventure arc that explores locations within the setting.

For now, I'm releasing the 50-page core campaign sourcebook that includes a ton of information to get started! If there's enough interest, I may expand this into a full setting and build out the chapters with more lore, new mechanics, location maps, etc.

Anyway, let me know what you think! I really enjoyed putting this together and if there's something I missed or you want more details on, please don't hesitate to reach out and let me know! All comments, suggestions, and even criticisms are welcome!

Happy Adventuring!

TJ Phoenix

PS - Already piecing together some research and outlines for next month's setting where we explore just how deep the rabbit hole goes in a mythical wonderland...


Under a sky bathed in the ghostly radiance of an arcane tempest, an airship glides gracefully across a verdant Expanse. Aboard the vessel, intrepid adventurers garbed in brass and leather armor deftly evade a barrage of razor-edged missiles unleashed by a menacing steamforged drake. On the ground beneath, a seasoned warrior fires his pistol and brandishes his blade at a mutated creature, its metallic appendages reflecting the unsettling luminescence of the Aetherstorm. Amid the tumult, a masterful mage artfully harnesses the aetheric forces powering the surrounding contraptions, forestalling catastrophe as the ancient Astromagi mechanisms whir and clank to life. As the battle rages, the untamed forces of nature refuse to be overshadowed. The ground trembles as roots, vines, and colossal trees surge with an awakened vigor, animated by the arcane energies suffusing the land. In a stunning display of primal resilience, the relentless power of the wild rises to reclaim its domain, claiming the land’s future by battling the mechanized wonders of its past.

Introduction

Welcome to Etheria, a world in turmoil, where the remnants of a broken civilization struggle to survive amidst a world both wonderfully strange and deadly. Here, the ruins of an ancient, advanced society known as the Astromagi Dominion are strewn across a land teeming with untamed wilderness. Their knowledge and power were so vast they tried to become gods, and in their hubris, tore their world asunder. Only a fragment survived, a prison world surrounded by a raging arcane tempest.

Today, Etheria is dominated by the Expanse, a region filled with rolling hills, dense forests, and sprawling ruins, all bathed in the constant glow of the Aetherstorm. This ethereal storm infuses the land and its creatures with arcane energies, giving rise to all manner of mutated beasts and mechanical monstrosities.

Yet, amidst the chaos, life persists. Several settlements have emerged, each carving its own path through the turmoil. Iron Heights clings to the past, using salvaged Astromagi technology to build a future. Luminary Haven embraces the Aetherstorm, becoming a sanctuary for those touched by its arcane power. Rustique, rugged and resourceful, ekes out a living in the shadow of the past, ready to face whatever comes next.

Etheria's denizens are as diverse as they are determined. You'll find tinkerers and scholars trying to unlock the secrets of the Astromagi, mercenaries braving the Expanse in search of glory and riches, and everyday folk simply trying to survive in a world that’s anything but ordinary.

Adventures abound in Etheria, from daring raids on Astromagi ruins to navigating the intricate politics of the settlements, from battling clockwork horrors to standing against the ever-encroaching wilderness, twisted and enlivened by the Aetherstorm. In Etheria, every day is a fight for survival, a quest for knowledge, and a chance to shape the destiny of a world on the brink.

As the arcane energy intertwines with nature, the wilderness of Etheria rises in a riot of life, threatening to reclaim the land. The flora and fauna, mutated by the Aetherstorm, grow ever more aggressive, pushing against the boundaries of the settlements. The people of Etheria stand defiant, battling back against a world that refuses to be tamed.

Welcome to Etheria, a world of peril and promise, of arcane energy and raw survival, of forgotten past and uncertain future. What role will you play in shaping its destiny?


Explorer+ Patrons click HERE to get the Adventure PDF + Regional Map 


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Ether Elemental | CR 5 #MonsterMondays

ETHER ELEMENTAL

Ether Elementals are awe-inspiring manifestations of the Etherstorm, a roiling storm of chaotic arcane energies surrounding the realm of Etheria. Like their more natural counterparts, these elementals are animated beings of pure power without a society or culture.

Ether elementals are naturally drawn to areas abundant in Etherium, such as ancient magitech ruins, and spend their time absorbing the ambient energies. Their presence profoundly impacts the surrounding wildlife, as other arcane-infused creatures feel drawn to their power. Some perceive the elementals as custodians of ancient arcane knowledge, while others view them as dangerous remnants of the Etherstorm's ongoing devastation. Astromagi and other spellcasters are rumored to forge alliances with ether elementals, seeking to enhance their own mastery over the etheric forces.

Etheric Empowerment. Ether elementals are made of pure energy and can infuse themselves by absorbing and releasing excess arcane power.

Etheric Beacon. Tireless hunters, ether elementals can mark their prey and track them across any plane of existence.

Elemental Nature. An ether elemental doesn’t require air, food, drink, or sleep.

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Web of the Sporeweaver | 4th-level Fifth Edition Adventure

Hey, everyone! So I'm still digging a bit further into the Mists of Etheria (the upcoming "Steampunk Wilderness" setting) and it's not quite finished yet. I decided to finish up one of the adventures from last month's Fey theme to release this week, instead of rushing the setting out. The micro-setting will be done by the end of next week and then I have an adventure arc I'm already prepping to come afterwards!

Hope you're all having a great weekend! :)

~ TJ Phoenix

Note: PDF updated to v1.2 to fix an error in the sporeweaver matriarch's stat block

This New Adventure Pack includes:

  • 17-Page Adventure PDF
  • 1 VTT Ready Battlemaps from The MAD Cartographer
  • 11 New VTT Tokens
  • 3 New Monster Stat Blocks

Web of the Sporeweaver

Web of the Sporeweaver is a Fifth Edition adventure for three to five characters of 3rd to 4th level and optimized for four characters with an average party level (APL) of 4. Embark on a perilous journey into the heart of a fungus-filled cavern, where the very essence of nature has been twisted and corrupted by the malevolent Sporeweaver Matriarch. As her corrupted minions threaten the surface world, the adventurers must navigate treacherous webs, confront nightmarish creatures, and unravel the dark secrets to end her sinister schemes before it spreads too far.

Background

Nestled within the ancient caverns beneath Verdant Hills, the Sporeborn cultivated their harmonious subterranean fungal caverns for generations. These sentient mushroom beings provided a haven for diverse flora and fauna, nurturing their lush, hidden world. But their tranquility would not last.

A crazed arachnoid sorceress named Arachneia escaped the Fey realm after being hunted due to her experiments on living creatures. Desperate for power, she found the fungal caverns and the peaceful mushroom inhabitants. Initially intrigued by the Sporeborn's unique nature, her desire escalated, leading her to corrupt the cavern’s water source and bend the Sporeborn to her will. Taking the title of Sporeweaver Matriarch, the sorceress put her plans into action.

Over time, the once-vibrant caverns became a breeding ground for the Sporeweaver Matriarch's spider brood. The mutated Sporeborn were enslaved, tending to the growing family of arachnids and their tainted fungal gardens. With each passing day, the Matriarch’s sinister influence crept closer to the surface world.

The Sporeweaver Matriarch’s corruption of the Sporeborn eventually birthed vile abominations that would spill into the lands above. Elmsworth, a small settlement at the edge of the Verdant Hills near Luna Lake, was the first attacked. The corrupted Sporeborn ransacked the town and brought their victims back to the matriarch as food for her brood. Delighted in their gifts, the Sporeweaver Matriarch was pleased.

Now, the fate of the Sporeborn and the entire surface world hangs in the balance. Only those who dare to explore the Sporeweaver's Cavern and face the twisted web of darkness can hope to end her tyranny and rescue the Sporeborn from her poisonous grasp.

Explorer+ Patrons click HERE to get the Adventure PDF 

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Weekly vs Monthly Release

Hey, everyone! I've been enjoying building out a micro-setting for this month's theme of "steampunk wilderness" and it's got me thinking about future releases.

Namely, how would everyone feel if we switched things up? The current release schedule is weekly content with a general theme that are completely separate (and, if i'm being honest, keeps me constantly busy to keep up with the pace). After working on Crucible Magazine, it got me thinking that a change to monthly release might be better. 

This would mean we would put a poll out each month for the theme of the next month and the release would include:

  • Thematic Micro-Setting (regional, city, etc., dependent on theme)
  • 3-4 Adventures that can be played as an arc, but also separate from each other
  • 1-2 thematic subclasses
  • 4+ magic items
  • 6+ monsters
  • additional spells, factions, etc. as appropriate to the theme

Each part would be able to be downloaded individually, or as a single pack (similar to the way Crucible is one big pdf). This would start next month if enough people are into the idea.

Thoughts? :)

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Clockwork Familiar | New 5th Edition Magic Item

CLOCKWORK FAMILIAR

Wondrous item, rare (requires attunement)

This intricate, clockwork creature is made of brass plates and steel gears. The clockwork familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. A clockwork familiar can be modeled after any Tiny beast, such as an owl, cat, or spider. It retains the statistics of the creature it's modeled after, with the following modifications:

Type: The familiar is a Construct instead of a Beast.

Hit Points: The familiar has hit points equal to half the hit points of the creature it's modeled after, rounded down.

Damage Immunities: poison

Condition Immunities: charmed, exhaustion, poisoned

Languages: Understands Common and the languages of its creator but cannot speak.

The clockwork familiar gains unique abilities based on its form:

Aerial Scout (Owl, Bat, or Hawk): The clockwork familiar can relay visual and auditory information to its master from up to 1 mile away. You can can spend an action to focus on the familiar's senses and see and hear through it.

Arcane Assistant (Cat, Rat, or Weasel): The clockwork familiar can assist in spellcasting by providing somatic components for spells. While within 5 feet of you, it can use its reaction to perform the somatic components for a spell you are casting, allowing you to cast the spell even if they have both hands full.

Tinkerer's Companion (Spider or Crab): The clockwork familiar can use its intricate limbs to manipulate and repair small devices. It can use the mending cantrip on objects it can touch other than itself, and it has proficiency with tinker's tools.

The clockwork familiar can regain hit points with the mending cantrip. If it is reduced to 0 hit points, it can be repaired within 1 hour using tinker's tools and spare parts worth at least 10 gp. If not repaired within that time, the clockwork familiar is destroyed.

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Stormforged Drake | CR 5 #MonsterMondays

STORMFORGED DRAKE

The stormforged drake is a hyrbid creature that blends organic and arcane magitech technology. Its sleek, streamlined body is adorned with metallic armor and intricate glowing runes that harness the power of the storm. Electricity shimmers across its body, hinting at its dynamo core. Stormforged drakes vary in size, but they typically have a wingspan of 15 to 20 feet and can reach up to 10 feet in length. Their eyes emit an intense, otherworldly light that pierces the darkness, and their wings combine organic membranes with metallic supports for agile flight.

These formidable creatures are most commonly found in the wilds of Etheria, near ancient ruins or other places of arcane significance. Fiercely territorial, stormforged drakes use their cunning nature to defend lairs built in the ruins of a fallen magitech civilization. Created by the ancient astromagi that once ruled Etheria, the drakes were bred as guardians and protectors, and their loyalty remains strong despite the passage of time. 

Ancient Remnants. The drake's lair contains valuable relics or knowledge from the lost magitech civilization. 

Tacticians. Stormforged drakes are capable of forming alliances or temporary truces with other creatures or adventurers if it serves their purpose. 

Magitech Dynamo. Stormforged drake’s cores are magitech dynamos that store lightning and transform it into devastating offensive and defensive abilities.


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Thorned Armlet | New 5th Edition Magic Item


THORNED ARMLET

Wondrous item, rare (requires attunement)

This dark leather armlet is adorned with vines and sharp thorns that can animate and extend, reminiscent of a living plant creature. The armlet has 3 charges and regains 1d3 expended charges daily at dawn. While wearing this armlet, you can expend charges to gain the following benefits:

Vine Strike (1 charge): As an action, you can extend the vines, making a melee weapon attack with a 10-foot reach. On a hit, the target takes 1d6 piercing damage, and you can use a bonus action to grapple the target (escape DC equal to 8 + your proficiency bonus + your Strength modifier). While the target is grappled, the vines retract the target to you, and you can't use this feature on another creature. You can use a bonus action to end the effect early.

Thorny Defense (2 charges): When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal 1d4 piercing damage to the attacker, as the armlet's thorns lash out in response to the attack.


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