SakeTami
thedmtoolchest

thedmtoolchest

patreon


thedmtoolchest posts

10 Free Adventures for Levels 1-10

Hey, adventurers! 

We're rapidly approaching an EPIC milestone - 100 thrilling adventures will soon be added to our ever-growing library! To celebrate this momentous occasion, we've decided to create an enticing welcome pack for those who've been intrigued but haven't yet taken the plunge into our fantastical world!

Can you believe it's been over two years already? Time flies when you're having fun! To give you a taste of the action, I've handpicked an exhilarating adventure for each level from 1-10 to showcase the sheer variety and excitement that awaits you within our collection.

For you first-timers and curious explorers, thank you for stopping by and checking us out! We hope you like what we offer! For an extra treat, our patrons have exclusive access to digital maps and tokens for each of these modules. Swing by our library to get a glimpse of all the incredible goodies we have in store!

To our dedicated patrons, a massive THANK YOU for your unwavering support! It's because of you that I can continue to bring these amazing tales to life!

Adventure on, 

TJ Phoenix

View Post

The Chimera Conspiracy | 9th-level 5th Edition Adventure

Hey, everyone! This adventure is coming a little late as I had some stuff pop up this weekend and I wasn't quite done with the final tweaking on the stat blocks for the new monsters. This one's a fun little romp against some chimera beast-plant hybrids that was in no one inspired by a crazy dream I had a few weeks ago...

Anyway! I hope you all enjoy and let me know what you think! It looks like Steampunk Wilderness and Mythical Noir are at the top of the list for next month's themes so I'll be working on some ideas this week to get the ball rolling!

Thank you all for your continued support! :)

~ TJ Phoenix



This Adventure Pack includes:

  • 18-Page Adventure PDF
  • 1 VTT Ready Dungeon Map
  • 1 New Magic Item
  • 8 New VTT Tokens
  • 4 New Monster Stat Blocks (1 Legendary)

Background

Dr. Elara Grimroot, a brilliant alchemist, was once a respected member of the Academy of Alchemy in Haven, the capital of the Freelands. She spent decades conducting groundbreaking research on the Fey realm and the varieties of wildlife that slipped from that fantastical plane. It wasn’t until a chimeric fusion of plant and beast escaped her secret lab and rampaged through the city streets was her secret discovered. Her ambition and obsession with creating the perfect lifeforms led her down a dark path of vile and forbidden experimentation. Driven by a twisted belief that the natural order needed to be improved and that she was the one to do it, she began experimenting on living creatures, creating hybrids of plant and animal matter called chimeras.

Expelled from the Academy for unethical practices, Dr. Grimroot escaped to her abandoned family estate in the Verdant Hills, where an old greenhouse hides the secret entrance to her original laboratory. Fueled by bitterness and desire for revenge against those who shunned her, she doubled down on her experiments. Her ultimate goal is to create an army of powerful chimera creatures capable of dominating the world.

Her experiments caught the attention of a secret society of dark druids known as the Sap of the Evergreen, who shared Dr. Grimroot's belief in the potential for a new world order. They provided her with resources, exotic specimens, and powerful alchemical ingredients in exchange for her loyalty and eventual assistance in their dark pursuits.

Over the past few years, Dr. Grimroot's experiments grew more twisted and dangerous, transforming innocent creatures into monstrous hybrids. As her experiments near completion to form the perfect chimera, Dr. Grimroot prepares to unleash her abominations upon the world. It’s only a matter of time before her creations have matured to the point they become an unstoppable force and usher in a new wave of genetic mutations throughout the Freelands.


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 



View Post

Fey Stalker's Mask | New 5th Edition Magic Item

Fey Stalker's Mask

Wondrous item, rare (requires attunement by a druid, ranger, or a character with the Outlander background)

This mysterious mask is made from the bark of an ancient Feywood tree and adorned with intricate carvings and gemstones that serve as its eyes. While wearing the mask, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 30 feet. The gemstone eyes emit 60 feet of dim light visible only to you. You also gain the following additional benefits:

Hunter's Mark. You can use an action to cast the hunter's mark spell once per long rest, without expending a spell slot or requiring concentration. The spell lasts for 1 hour, and the DC for any saving throws related to the spell is equal to 8 + your proficiency bonus + your Wisdom modifier.

Fey Resilience. You have advantage on saving throws against being charmed, and you can't be put to sleep by magical means.

Forest Stealth. You have advantage on Dexterity (Stealth) checks made in forest terrain, as the mask allows you to blend seamlessly with the natural surroundings.


Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards

View Post

May Themes

Hello, everyone! Happy Monday!

I've been rekindling my passion for incorporating a central theme in each month's content, reminiscent of my early Patreon days. Exploring the dark fey theme has been a lot of fun, and I'm eager to plan for the upcoming month. I've compiled a list of potential themes that piqued my interest, and I'd love to hear your thoughts!

Which of these themes excite you? Feel free to vote for favourite option, as your input will help me prioritize the most popular choices. The poll will remain open until the end of the month, and I'll send a reminder before it closes.

Wishing you all a fantastic day!

~ TJ Phoenix

View Post

Shadowleaf Dryad | CR 4 #MonsterMondays

SHADOWLEAF DRYAD

Shadowleaf Dryads are an ominous presence in the Fey Realm, stalking its shadowy regions. In stark contrast to their more gentle counterparts, these mysterious beings form dark alliances with other malevolent fey, such as Bloodthorn Treants. Together, they safeguard corrupted territories where darkness has taken root. The Shadowleaf Dryads, with their otherworldly, ever-shifting forms, seamlessly meld into the shadows, instilling a sense of dread in those who wander into their domain.

These eerie dryads possess an array of shadowy abilities. Their most unnerving power allows them to manipulate the shadows of their enemies, causing psychic torment to those who fall under their influence. Cunning and relentless, Shadowleaf Dryads and their Bloodthorn Treant allies are a force to be reckoned with, fiercely defending their dark sanctuaries and striking down intruders with ruthless precision.

Shadow Manipulation. Shadowleaf Dryads are one with the darkness, stepping into the shadows to become invisible.

Terrifying Teamwork. These dryads often collaborate with Bloodthorn Treants, coordinating attacks and using their unique abilities to devastating effect.

Psychic Assault. Shadowleaf Dryads can torment their enemies by animating the targets' shadows, inflicting mental anguish and disorienting their victims in combat.


Explorer+ patrons click HERE to get the full PDF 


Adventurer+ patrons click HERE to get the VTT Token 


View Post

The Netherbeast Grand Prix | 7th-level 5th Edition Adventure

Happy Friday!

Continuing this month's Dark Fey theme is an new adventure I wrote for issue #4 of Crucible Magazine! This adventure celebrates the 10 year anniversary of one of my personal favourite adventures, Owlbear Run by Chris Perkins. It's part of the Wrath of the Dreadlords Adventure Path, but is designed to be played independently from the series. I hope you all enjoy!

~ TJ Phoenix


Adventure Includes:

  • 35 Page Adventure PDF
  • 9 Digital Maps
  • 1 New Monster: Netherbeast



The Netherbeast Grand Prix

The Netherbeast Grand Prix is a Fifth Edition adventure for three to five characters of 6th to 8th level and optimized for four characters with an average party level (APL) of 7.

The Twilight Forest is a region in the faerie realm known for its chaotic wildlife and equally mercurial ruler, the Duchess of Twilight. Each year on Gloaming Day—the yearly equinox with equal parts of darkness and daylight—the Duchess hosts a tournament known for its outlandish competitions and rich rewards. Contestants and patrons from around the planes come to compete for the grand prize, one that consistently exceeds even the most outrageous challenges. Previous years included jousting matches on the backs of wyverns, a chess tournament with miniaturized participants, and a scavenger hunt set in the heart of a volcano.

This Gloaming Day contest is the Netherbeast Grand Prix, a daring sprint from the city of Darkthorn through the deadly Twilight Vale to Duskwood Heights—all while in a racing wagon pulled by a fierce netherbeast. The teams face unstable crevasses, bloodthirsty creatures, cutthroat competition, and patrons willing to do whatever it takes for their team to win. Not to mention that netherbeasts are known for their irritable nature and propensity for quite literally biting the hand that feeds them.

With a highly competitive field of patrons looking to sponsor the best teams, it’s anyone’s guess who will be crowned this year's champions and take home the grand prize!



Crucible Magazine is an epic magazine for Fifth Edition available in print, digital or Foundry VTT module. 


Issue 004 Includes:

  • The Netherbeast Grand Prix (7th Level): Join the thrilling Netherbeast Grand Prix in the Twilight Forest, where teams race through perilous landscapes, face treacherous terrain, ferocious creatures, and ruthless rivals. In this high-stakes contest, anything goes!
  • A Tale of Two Seers (10th Level): Embark on the quest to save Everfjord’s beloved rulers from the haunting of a chilling banshee. Help their gifted child by unraveling a dark mystery and vanquishing a time-altering menace.
  • Dragon of the Endless Dark (4th level): Delve the Deadwood and save a holy order of wood elves, corrupted by a shadow dragon. Delve into the All Tree, uncover the hidden holy relic, and thwart the Bone Order’s plans to unleash chaos.

Brand New Subclass + Spells

This issue introduces a whole new way to play your Druid, including new spells!

The Broken Circle – Druid

The druids of the Broken Circle are rebels from the norm, breaking away from the common druidic tenet of nurturing life. Instead, they concentrate on death’s cycle to bring forth new growth.

  • Conquer your fear of dying and instead, welcome Death’s Embrace to keep you or an ally alive.
  • As your studies improve, learn to combine Life and Death into each of your spells.
  • Masters of the Broken Circle can use their Revivifying Vines to create new life from a dead creature.

Supplements, Encounters, Magic Items and More!

  • The Gloam Market is a teleporting marketplace that travels through twilight from city to city, protecting its Beastfolk residents.
  • ‘Adventuring Days’ random events through the dark fey twilight realm
  • Legendary Mythic ‘K’ar-veil, Queen of the Root’ complete with stat block, back story, and tactics.
  • M’nzeeps Market of Minor Magics – Dungeon delvers won’t want to miss out on these minor magics; drop them into any game without worrying if they’ll break your campaign!

Extra Exciting Content in the Magazine

  • Outside of the playable content in the magazine, we have our 3-page graphic comic Legends Of The Freelands: The Forgotten Warrior!
  • Fully Interactive PDF
  • The PDF version of the magazine is optimized to include hyperlinks and bookmarks to make navigating the different categories as easy as possible. Any time a section, adventure area, or URL is mentioned, click the text to jump right there!
  • Downloadable Digital Assets
  • Throughout the magazine are QR codes/links for downloading digital assets to be used at the table or in your preferred Virtual Tabletop, ranging from player handouts, maps, magic items cards, and more!

Pick up your copy today!


Explorer+ Patrons click HERE to get the Adventure PDF 


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

View Post

Bramble Armor | New 5th Edition Magic Item

BRAMBLE ARMOR

Armor (medium), rare (requires attunement by a druid or ranger)

This armor feels warm to the touch and is crafted from intertwining wooden vines and sharp thorns. While wearing this armor you have an AC of 15 + your Dexterity modifier (max 2), and it provides the following benefits:

Thorns. When a creature hits you with a melee attack while within 5 feet of you that is not a critical hit, it takes 1d6 piercing damage.

Resilience. You have resistance to poison damage and advantage on saving throws against being poisoned and magically restrained.

Unencumbered Movement. This armor doesn't impose disadvantage on Stealth checks. You ignore difficult terrain created by plants or natural growth.

Nature's Embrace. As an action, you can cast the plant growth spell (overgrowth option only) once per long rest. You gain advantage on Stealth checks to hide within the affected area. 


Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards

View Post

Shadowglade Unicorn | CR 5 #MonsterMondays

SHADOWGLADE UNICORN

Deep within the Feywild, a rare and enigmatic creature roams, casting a dark and ominous presence across the land—the Shadowglade Unicorn. This midnight-black equine with a twisted horn can corrupt spells and teleport through shadows, making it a formidable and cunning foe. The shadowglade unicorn symbolizes the darker side of the fey realm, steeped in mystery and darkness.

These creatures are solitary and intelligent, making their presence known only when intrigued or threatened. Their twisted horn can absorb and corrupt spells, causing unexpected and sinister effects that are impossible to predict. They are elusive beings that teleport through shadows, enabling them to strike at unsuspecting enemies from unexpected angles and disappear without a trace. The Shadowglade Unicorn is a rare creature that inhabits the most secluded and darkest corners of the Feywild, such as shadowy glades and ancient ruins.

Despite their sinister nature, Shadowglade Unicorns are neither inherently evil nor good. Instead, they are driven by their own mysterious motives and desires. They are apex predators in their shadowy realm, feared and respected by other creatures. These creatures are known to have an antagonistic relationship with their more benevolent unicorn counterparts. They often form uneasy alliances with other creatures of darkness to maintain the balance between light and shadow in the Feywild.

Twisted Horn. The unicorn's horn possesses the power to corrupt spells, transforming them into unpredictable and sinister versions of their original effects.

Shadow Teleportation. The unicorn can teleport through shadows, making it an elusive and cunning foe.

Dread Aura. An aura of dread and despair surrounds the unicorn, breaking the will of even the strongest of creatures.


Explorer+ patrons click HERE to get the full PDF


Adventurer+ patrons click HERE to get the VTT Token


View Post

Garden of Dark Delights | 3rd-level 5th Edition Adventure

Happy Friday, everyone!

Starting out this month's Dark Fey theme is a new adventure series that I wrote for Heliana's Monster Hunts! As a reminder, these are multi-level adventures and the version I can share with all of you includes everything you need to play at 3rd level. To get the entire adventure with the additional monster stat blocks, spells, and magic items, head over to Loot Tavern!

Hope you all enjoy and have a great weekend!

~ TJ Phoenix


INTRODUCTION

Garden of Dark Delights is a 5th edition hunt for four characters with an average party level (APL) of 3, 7, or 11. Characters who complete this hunt should earn enough experience to progress one-half, one-third, and two-thirds of the way to 4th, 7th, and 12th level, respectively. The adventurers must investigate an influx of faerie refugees, delve into a glasshouse that perfectly replicates the Plane of Fey’s eternal sunset, and defeat two faerie nobles and their entourage.

Faerie refugees are fleeing through a gateway to the Material Plane, altering the delicate and unique ecosystem of the Springwood with each passing day. Two guardians of their court, the Scarab and Adelifae, have been dispatched to test the mettle of would-be heroes. They guard the gateway in hope of being defeated by those strong enough to save their home. The ability to avoid poison and the charmed condition will be very useful in this multi-wave boss battle.


This adventure is Part 1 of a 3 part story arc with all parts able to be played individually. These hunts are connected to Heliana's Guide to Monster Hunting by the awesome folks over at Loot Tavern! Each hunt is designed to be played across 3 different levels of play, and include new mythic monsters, spells, and magic items!

NOTE: This hunt has been edited down to include everything needed to play at 3rd level. To get the full adventure with all the monster stat blocks, spells, and magic items, head over to Loot Tavern and become a patron!


Maps Provided by the AMAZING Cze and Peku!

"We're Cze and Peku, a couple who love making maps. We specialize in fantasy maps for roleplaying games like DnD. Our maps work in every VTT. Including Roll20, E+, Foundry and more.

We like covering diverse themes and outlandish ideas you can't find elsewhere. Kobold breweries? Coral thrones? Giant Elder Brain skull? No matter the theme we'll create the best map for your epic adventure. Just ask and we'll add them to the weekly poll! You can easily explore all our maps on our website
here!"


Explorer+ Patrons click HERE to get the Adventure PDF 


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

View Post

Will-o'-Wisp Lantern | New 5th Edition Magic Item

Will-o'-Wisp Lantern

Wondrous item, Rare (requires attunement)

This eerie lantern contains a trapped will-o'-wisp that emits dim, ghostly light in a 10-foot radius. While attuned to the lantern, you can use an action to command the will-o'-wisp to perform one of the following tasks:

Illuminate: The will-o'-wisp sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This effect lasts for 1 hour or until you use an action to dismiss it.

Mislead: You can expend one or more charges to command the will-o'-wisp to move up to 60 feet away from you. Creatures that can see the will-o'-wisp within its light radius must make a DC 14 Wisdom saving throw. On a failure, the creature is distracted by the will-o'-wisp. A creature is distracted for 1 round per charge expended. A distracted creature has disadvantage on Wisdom (Perception) checks and cannot take reactions. The effect ends early if the creature takes damage.

Reveal: The will-o'-wisp emits a pulse of energy that highlights hidden doors, traps, and secret passages within its light radius. Creatures within the radius gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to find such features for 1 minute.

Confusion: Once per day, you can use an action to command the will-o'-wisp to cast the confusion spell (save DC 14) on a creature within 60 feet. The target must succeed on a Wisdom saving throw or be affected by the spell for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

The Will-o'-Wisp Lantern has 3 charges. Using any of the three tasks consumes 1 charge, while casting the confusion spell consumes all remaining charges. The lantern regains 1d3 expended charges daily at dusk. If you expend the lantern's last charge, roll a d20. On a 1, the will-o'-wisp escapes the lantern and vanishes, rendering the lantern nonmagical.


Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards 


View Post

Bloodthorn Treant | CR 10 #MonsterMondays

BLOODTHORN TREANT

Bloodthorn Treants are sinister manifestations of the Feywild's darker aspects. These twisted, thorn-covered guardians of corrupted fey groves are a constant reminder of the delicate balance between light and darkness in the fey realm. Unlike their benevolent cousins, Bloodthorn Treants are fueled by malevolence and a desire to protect the places where dark fey magic has seeped into the very earth. Their black bark and red sap give them a menacing appearance, striking fear into the hearts of those who dare to trespass on their territory.

In the shadowy depths of the Feywild, Bloodthorn Treants often form alliances with other dark fey creatures, sharing a common goal of defending the twisted sanctuaries where these malevolent beings congregate. Their paralyzing toxins and relentless assaults make them formidable opponents, ensuring that any who dare disturb their groves seldom escape unscathed. The presence of a Bloodthorn Treant serves as a warning to those who venture too far into the Feywild's darker regions, cautioning them that not all is whimsy and light within this enchanted realm.

Regenerative Sap. The red sap flowing through their veins possesses potent regenerative properties, sought after by alchemists and healers.

Thorn Guardians. Bloodthorn Treants can animate and command smaller thorned plants to serve as additional guardians for their dark fey groves.


Explorer+ patrons click HERE to get the full PDF 


Adventurer+ patrons click HERE to get the VTT Token 

View Post

Gauntlets of Golem Creation | New 5th Edition Magic Item

Gauntlets of Golem Creation

Wondrous item, rare (requires attunement)

These intricately crafted gauntlets are adorned with runes of power and are imbued with the essence of creation. While wearing these gauntlets, you can use an action to touch a non-magical object or a pile of objects that can form a Medium or smaller creature and expend a charge to animate it, creating a golem. The golem's statistics and abilities are determined based on the Animated Objects table from the animate objects spell, with the golem's size based on the number of charges expended as follows:

• Tiny Golem (1 charge)

• Small Golem (2 charges)

• Medium Golem (3 charges)

The gauntlets have 3 charges and regain all expended charges daily at dawn.

The animated golem has a basic understanding of your spoken language and follows your verbal commands. If you don't issue any commands, the golem will defend itself from hostile creatures but otherwise take no actions. The golem remains animated for up to 1 hour, after which it reverts to its inanimate state. The golem can be destroyed before the duration ends by reducing its hit points to 0, in which case it becomes an inanimate object again. You can only have one golem animated at a time; animating a new golem causes any previously animated golem to immediately revert to its inanimate state.


Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards 


View Post

Zephyrwing | CR 23 #MonsterMondays



ZEPHYRWING

Zephyrwings are enormous, serpentine creature with shimmering, iridescent scales that constantly shift through various shades of blue, green, and violet. Their massive wings resemble those of a dragonfly, allowing them to maneuver gracefully through the air despite their enormous size. A zephyrwing’s elongated head features a pair of golden, multifaceted eyes, which give them an unnerving, otherworldly gaze. Their tail ends in a cluster of wind-producing appendages, which they use to generate powerful gusts of air. Their shimmering scales are not just for show; they serve as camouflage, allowing the creature to blend in with the sky, evade predators, and reflect magic back at spellcasters.

Despite their impressive size and power, zephyrwings are peaceful creatures that rarely engage in combat and prefer to be left alone. They are known to be intelligent and curious, often observing civilizations from afar. However, they are also fiercely territorial and will defend their airspace aggressively if threatened.

Masters of Wind. A zephyrwing can generate powerful gusts of wind with its tail, which it uses to knock prey out of the sky or defend itself from threats.

Charming Presence. If threatened, a zephyrwing can extend its presence in a wave around itself, charming creatures to view them as friends and allies.

Temporary Allies. Although zephyrwings are primarily solitary creatures, they’ve been known to form temporary alliances with other airborne creatures to defend against common threats.

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT Token

View Post

Battlebrew Coffee Mug | New 5th Edition Magic Item

Battlebrew Coffee Mug

Wondrous item, uncommon

This enchanted mug produces coffee of any flavor. The lid keeps the coffee inside hot and steaming, even in the coldest and most inhospitable environments. If you pour coffee from the mug rather than drink it, it vanishes when it leaves the mouth. You can speak the mug’s command word to produce 1 cup of coffee per 2 hours. When you drink the coffee produced by the mug, you become caffeinated. While caffeinated, you have advantage on your next initiative roll and Constitution check made against extreme cold weather. Additionally, you cannot gain the benefits of a Short or Long rest. This effect lasts for 1 hour.


Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards 

View Post

The Illuminated Cavern | 10th-level 5th Edition Adventure

This Adventure Pack includes:

  • 15-Page Adventure PDF
  • 1 VTT Ready Battlemaps from The MAD Cartographer
  • 1 New Magic Item
  • 8 new VTT Tokens

THE ILLUMINATED CAVERN

The Illuminated Cavern is a Fifth Edition adventure for three to five characters of 9th to 11th level and optimized for four characters with an average party level (APL) of 10. A cavern filled with glowing mushrooms holds a dark secret and a cult bent on summing horrifying creatures from the depths of the void. A missing research team could be the key to saving the nearby town from its grip of madness, but will the adventurers make it in time to stop the cult from summoning their army of monsters?

This adventure takes place in the Freelands campaign setting and easily fits into an existing campaign with only a few name changes and modifications.

Background

Deep in the heart of the wilderness lies a vast and sprawling network of caves, long forgotten by the world above. The caves are said to be home to many wonders and mysteries, from glowing mushrooms to glittering pools of crystal-clear water.But these caves also have a dark past. Legends say that centuries ago, a great and powerful wizard known as Drexel sought to harness the magic of the caves for his own twisted purposes.

Drexel believed that the caves held the key to unlocking the planes and summoning the moon's fey goddess. With dark and forbidden rituals, Drexel summoned creatures from beyond the veil, creatures of darkness and shadow that served his every whim while he looked to bring the goddess to the Material Plane. As his power grew, so too did his madness, and the caves became a place of terror and death.

But Drexel's reign of terror was not to last. A group of brave adventurers banded together to stop him, led by a powerful sorceress named Lyra. After a fierce battle, Lyra sealed Drexel and his minions away in a pocket dimension, where they would remain trapped for eternity. But the damage was done, and the rift they created was not completely sealed. Fey spores made their way through and grew into a network of mushrooms that poisoned the waters. And recently, reports have surfaced of strange happenings in the caves. A team of researchers has gone missing, and a cult is on the rise, looking to tap into the old rift and the Void Plane.

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

View Post

Sunspear of Piercing Light | New 5th Edition Magic Item

Sunspear of Piercing Light

Weapon (spear), rare (requires attunement)

This spear has a slender, shimmering shaft made of clear crystal and a head that glows with golden light. The spear casts dim light in a 10-foot radius. While attuned to this spear, you gain a +2 bonus to attack and damage rolls made with this weapon, which deals an additional 1d8 radiant damage on a hit. When you hit an Undead with it, that target takes an extra 1d8 radiant damage. Additionally, once per day, you can use a bonus action to focus the spear's light into a concentrated beam. The next time you hit a creature with the spear, the spear deals an extra 3d6 radiant damage and shoots a beam of sunlight in a 30 feet long line. Any creature in the affected area must make a DC 15 Dexterity saving throw, taking 3d6 radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw.


Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards 

View Post

Swarm of Sand Leeches | CR 1 #MonsterMondays

SWARM OF SAND LEECHES

Sand Leeches are small, worm-like creatures that live in swarms beneath the desert sands. They measure only a few inches long, with a slender body covered in a tough, scaly exoskeleton. Their coloration varies between shades of brown and tan, allowing them to blend in with the surrounding sand as they wait for their prey and feed on the blood of animals and travelers who cross their path. Their mouths are lined with rows of razor-sharp teeth, which they use to latch onto their victims and drain them of their vital fluids. They are not picky eaters and attack any creature they can overpower.

Sand leeches reproduce quickly, with females laying hundreds of eggs at a time. The young hatch within a few weeks and immediately begin hunting and feeding. The swarm remains together, working in concert to find and capture prey. While individual sand leeches are relatively weak, the swarm as a whole is a formidable opponent, capable of overwhelming even the most prepared adventurer.

Burrowers. The swarm can move through sand and dirt as easily as walking on a flat surface, allowing it to ambush unsuspecting prey.

Swarm Tactics. The sand leech swarm uses its large numbers to its advantage, completely engulfing its victims and draining their life force.

Explorer+ patrons click HERE to get the full PDF 

Adventurer+ patrons click HERE to get the VTT Token

View Post

Forge of the Divine Machine | 7th-level Heliana's Monster Hunt

Happy Friday, everyone!

This is the 5th and final installment of the Motes of the Divine series that I have been writing for Heliana's Monster Hunts! As a reminder, these are multi-level adventures and the version I can share with all of you includes everything you need to play at 7th level. To get the the entire adventure with the additional monster stat blocks, spells, and magic items, head over to Loot Tavern!

Hope you all enjoy and have a great weekend!

~ TJ Phoenix


Introduction

Forge of the Divine Machine is a 5th edition hunt optimised for four characters with an average party level (APL) of 7, 12, or 17. Characters who complete this hunt should earn enough experience to progress one-third of the way to 8th level, one-half of the way to 13th level, or two-thirds of the way to 18th level. The adventurers must defeat a corrupted arcanificial intelligence (AI) to end the procession of bizarre creations it is unleashing across the planes. This hunt is the culmination of the Motes of the Divine story arc and can also be run as a one-shot.

Bizarre changes to a once-tranquil mountainscape lead the party to a portal to the Clockwork Arcadia, a plane of pure, mechanical order. Accompanied by an emissary of the Arcadia, the party must collect clues to help them decipher the nature of their foe and prepare for the battle ahead. Once through the portal, they combat the creations of a powerful AI, before fighting the AI itself when it takes control of the emissary’s body. Preparation for an extended fight as well as the ability to deal force damage will be advantageous in this dramatic combat encounter.

This adventure is Part 5 of a 5 part story arc with all parts able to be played individually. These hunts are connected to Heliana's Guide to Monster Hunting by the awesome folks over at Loot Tavern! Each hunt is designed to be played across 3 different levels of play, and include new mythic monsters, spells, and magic items!

NOTE: This hunt has been edited down to include everything needed to play at 7th level. To get the full adventure with all the monster stat blocks, spells, and magic items, head over to Loot Tavern and become a patron!


Maps Provided by the AMAZING Cze and Peku!

"We're Cze and Peku, a couple who love making maps. We specialize in fantasy maps for roleplaying games like DnD. Our maps work in every VTT. Including Roll20, E+, Foundry and more.

We like covering diverse themes and outlandish ideas you can't find elsewhere. Kobold breweries? Coral thrones? Giant Elder Brain skull? No matter the theme we'll create the best map for your epic adventure. Just ask and we'll add them to the weekly poll! You can easily explore all our maps on our website
here!"


Explorer+ Patrons click HERE to get the Adventure PDF 


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

View Post

Way of the Storm | Fifth Edition Monk Subclass

MONASTIC TRADITIONS

At 3rd level, a Monk gains the Monastic Tradition feature that honors the teachings of their monastery. When you choose this tradition at 3rd level, you learn how to harness the storm's power and become infused with lightning. This path grants features at 3rd level and again at 6th, 11th, and 17th level.

Way of the Storm

The Way of the Storm is a revered monk tradition passed down by those chosen by the lightning gods. The monks harness the storm's power with reverence and control, moving with blinding speed and striking with thunderous force. They are protectors of the natural order and the people, revered for their ability to control lightning and protect against disasters. However, acceptance into the order requires rigorous training and discipline, for the power of the storm can consume those who lack the wisdom to control it. Despite the risks, the monks who follow the Way of the Storm see their path as the only true path to enlightenment and are a force to be reckoned with on the battlefield.


Adventurer+ Patrons click HERE to download the Subclass PDF and VTT Token 

View Post

Riding Lizard | CR 1/4 #MonsterMondays

RIDING LIZARD

Riding lizards are bulky reptiles at home under the blazing desert sun. They are quadrupedal, carnivorous creatures with thick, leathery skin in hues of browns, greys, greens, and blues. 

These hardy desert lizards may be slower than the horses they rarely get along with, but their strength and durability make them the preferred beast of burden in the harsh Muhar desert. They are mild-tempered and gentle creatures when domesticated, and their poisonous bite makes them fierce defenders of their riders. There has been some success in training war mounts and creating a terrifying cavalry force within the royal military. 

Desert Mules. Riding lizards carry goods just as often as riders due to their massive strength. Many caravans are filled with lizards pulling carts larger than themselves packed high with cargo.

Regrowth. While it takes time, a riding lizard can slowly regenerate from any damage it takes, including regrowing lost limbs.


Explorer+ patrons click HERE to get the full PDF 


Adventurer+ patrons click HERE to get the VTT Token


View Post

The Voidwalker | Legendary Monster Supplement

Hey everyone! Finally back home from my long-needed vacation and got a fun supplement ready for you! I've been tinkering around with some eldritch-themed work after writing some content for Steinhardt's Guide to the Eldritch Hunt. I wasn't happy with the way the adventure came out so that's being re-written, but I packaged up the parts I made into a full supplement instead!

This 9-page PDF includes:

  • CR 14 Legendary Stat Block for The Voidwalker
  • Two Additional New Monsters: Voidbeast & Void Shrieker
  • Five New Void/Shadow themed Spells
  • Two New Magic Items: Tome of the Void & Amulet of Shadowwalking
  • Three VTT Tokens (One for each new monster)

Enjoy!

~ TJ

MALAKAR, THE VOIDWALKER

In the dead of night, whispers tell of a figure that stalks the space between worlds. A being born of the very fabric of the cosmos, Malakar is his name, and terror is his game. The ancient tome he crafted from the dark void imbued him with power beyond measure. Its secrets have driven him to madness, and his mind is now a swirling void of delirium and dark magic. Yet, he roams the stars, his power growing with every nightmare he conjures.

Explorer+ patrons click HERE to get the full PDF 

Adventurer+ patrons click HERE to get the VTT Token Pack

View Post

Voidspawn Egg | New 5th Edition Magic Item

VOIDSPAWN EGG

Adventuring gear, rare

This small, obsidian-colored egg seems to pulsate with otherworldly energy. As an action, you can throw the egg up to 20 feet. The egg shatters on impact and unleashes a mass of writhing eldritch tentacles in a 20-foot radius. The tentacles last 1 minute before crumbling to dust.

When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a DC 15 Dexterity saving throw or take 2d6 bludgeoning damage and be grappled (escape DC 15) by the tentacles. A grappled creature takes 2d6 psychic damage at the start of its turn.


Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards

View Post

Hunt of the Winter Werewolf | 8th-level 5th Edition Adventure

AUGUST 2023 FREE ADVENTURE: Click the link at the very bottom to get your FREE copy of the pdf!



This Adventure Pack includes:

  • 16-Page Adventure PDF
  • Legendary Stat Block for Alpha Werewolf
  • 3 VTT Ready Battlemaps from The MAD Cartographer
  • Ten new VTT Tokens


HUNT OF THE WINTER WEREWOLF

Hunt of the Winter Werewolf is a Fifth Edition adventure for three to five characters of 7th to 9th level and optimized for four characters with an average party level (APL) of 8. A disgraced noble’s daughter seeks to restore her lost legacy by destroying the nobles that took her family’s place. A cursed werewolf in the throes of a blood rage terrorizes the town to destroy the nobles’ reputation.

This adventure takes place in the Freelands campaign setting and fits into an existing campaign with only a few modifications and name changes.

Background

The town of Barrowmere was once ruled by Lord Victor Cumberland, a practitioner of dark magic who secretly used townsfolk as sacrifices in his necromantic rituals. Lord Cumberland was eventually exposed after a nightmare creature broke free from his laboratory and rampaged through the town. He was imprisoned and eventually executed by the crown for his crimes. The crown gifted the Barrowmere lands and titles to Lord Reginald and Lady Rowena Ravenwood. Over the following years, they won the people's hearts with their kindness and fair rule. Under their leadership, Barrowmere prospered and flourished like never before.

While the town prospered and slowly moved past its dark history, Lord Cumberland’s daughter was plotting her revenge. Rosalind was raised secretly by her mother, a witch who taught Lord Cumberland everything he knew about the dark arts. She lost her claim to the Cumberland wealth after the death of her disgraced father, and the Ravenwood family took over Barrowmere.

Rosalind became a powerful witch under her mother’s tutelage and spent years planning her revenge against Lord and Lady Ravenwood for taking her legacy. After years of careful planning and when the town was slowly forgetting the Cumberland name, Rosalind moved into an old cottage near Barrowmere. She used her remaining wealth to hire a group of mercenaries called the Onyx Outriders and put her plans for revenge into motion.

Lady Rowena regularly hunted with a small entourage in the Udenfall Woods and gave the spoils to feed the townsfolk. During one of these hunts, the Onyx Outriders set up an ambush, capturing Lady Rowena and killing her companions. They cursed her with their lycanthrope, and Rosalind used an enchanted collar to trap her in her uncontrolled bestial form. The witch then unleashed Lady Rowena in her form as a monstrous albino werewolf upon the town of Barrowmere.

As the white werewolf rampaged, the townsfolk began to cry out to Lord Ravenwood for help against the creature for the murders that plagued the town. The once-peaceful community was now torn apart by fear and mistrust, with rumors spreading like wildfire and no one daring to venture outside after dark.

Lord Reginald, unaware of the true condition of his wife, was at a loss as to how to proceed as he mourned her death. The Onyx Outriders stoke fear in the town and point to Lord Reginald’s inaction as the cause of the current troubles. Rosiland bides her time for the right moment to “save” the town and take her rightful place as the true Lady of Barrowmere.

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

View Post

Sandstorm Bracer | New 5th Edition Magic Item

Sandstorm Bracer

Wondrous item, rare (requires attunement)

The swirling sand patterns etched into this leather and gold bracer appear to shift and move on their own. As an action, you can activate the bracers to create a 20-foot radius sandstorm centered on yourself that moves with you. The sandstorm lasts 1 minute or until you dismiss it as a bonus action.

While the sandstorm is active, the affected area is heavily obscured, and creatures within the area have disadvantage on all attack rolls, ability checks, and saving throws that rely on sight. Additionally, any creature other than yourself within the area takes 2d6 bludgeoning damage at the start of its turn. Once used to create a sandstorm, the bracer can't be used again until the next dawn.


Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards 

View Post

Glass Jelly | CR 4 #MonsterMondays

GLASS JELLY

Glass jellies are small, sparkling jellyfish-like creatures that fly through the air as effortlessly as their aquatic cousins swim through water. Their body comprises thousands of delicate strands constantly shifting and twisting in the air. Playful and mischievous, they use their powers for entertainment and defense. They can refract light to create powerful illusions that can confuse their enemies. 

Despite their apparent fragility, glass jellies are cunning creatures that use illusions to gain an advantage in combat. Their razor-sharp glass shards are weapons that can cause significant damage to enemies. Despite its dangerous abilities, the Glass Jelly is not aggressive and will only defend itself if threatened.

Shape-Shifting. A glass jelly can shatter and reform its body at will as an aggressive defensive measure.

Illusions. Glass jellies can refract light to create dazzling illusions.

Playful Nature. Despite possessing dangerous abilities, glass jellies are playful and mischievous, often using their powers for entertainment as much as for defense.


Explorer+ patrons click HERE to get the full PDF 


Adventurer+ patrons click HERE to get the VTT Token 



View Post

Throne of the Devourer | 6th-level Heliana's Monster Hunts

Hey, everyone!

Today we have the 4th installment of the Motes of the Divine series that I have been writing for Heliana's Monster Hunts! As a reminder, these are multi-level adventures and the version I can share with all of you includes everything you need to play at 6th level. To get the the entire adventure with the additional monster stat blocks, spells, and magic items, head over to Loot Tavern!

Hope you all enjoy and are having a great weekend so far!

~ TJ Phoenix

THRONE OF THE DEVOURER

Introduction

Throne of the Devourer is a hunt optimised for four characters with an average party level (APL) of 6, 11, or 16. Characters who complete this hunt should earn enough experience to progress one-quarter of the way to 7th level, or one-half of the way to 12th or 17th level. A raging supernatural war has turned a pristine island into a charred nightmare landscape. Its once-tranquil rivers now run red with demon blood, and the skies are ablaze with the fires of a heavenly host—both armies determined to bring down a deranged king with a taste for celestial flesh.

The characters travel to the island nation of Shai’taryn in an attempt to end a demonic siege. While travelling through the horrors of the destroyed kingdom, the party learns that the king feeds on the flesh of celestial beings in a bid for power to save his kingdom. The characters must fight through a scattering of demons to enter the citadel and then  face off against the corrupted creature the monarch has become.

Background

The paradise island of Shai’taryn has known peace and prosperity for generations under the gentle guidance of King Celarian the Benevolent and Queen Lysta the Wise. The kingdom was renowned for its spirituality and refusal to engage in the near-constant wars of neighbouring kingdoms. This policy of neutrality succored the Shai’tan, as its people are known; they were respected and left alone to their divine pursuits.

Vizier Farouz Ali, the king’s chief advisor, coveted the divine power of the celestial beings the Shai’tan venerated and devised a scheme to obtain it for himself. For the first step in his plan, the vizier descended to the chasm that surrounded Dor’alon, the island’s citadel, and opened a rift to the Abyss. From their realm of chaos and horror, the demons poured, and soon the island burned.

Alone due to their neutrality, no military ally deigned to help, and no angels answered the prayers of the Shai’taryn people. So desperate was King Celarian that he allowed Farouz to implement a drastic and heretical scheme, the second part of his treasonous plot. In a lofty tower of the citadel of Dor’alon, the king and the vizier summoned an angel, trapped it in a magical binding, and sequestered its divine spark in a flawless ruby.

The vizier transfused a fraction of this celestial power into the king and, in a blaze of radiant energy, Celarian sallied out of the nation’s redoubt, tearing through the demonic hordes with his bare hands. As the tide of the war turned, the surviving refugees flocked to the citadel’s spacious halls and caves, and the king created many wards repelling those of a fiendish nature. Seeing the power held in the blood-red gemstone, the traitorous vizier fled, taking with him the divine spark. Before long, the king’s  power faltered, and the demons surged with renewed bloodlust, sundering the wards and cracking the walls.

With no alternative, the king mobilised the The Ruby Guard—loyal soldiers under the king’s direct command—into a brigade of celestial hunters. Unicorns, pegasi, couatl, and countless others were captured, finding their end in the king’s ravenous maw. When a forest demigod named Zaoldin attempted to stop the madness, he too was captured and his divine spark transfused into the king. Where the cries of dying Shai’tan and the slaughter of celestial beasts did not stir the passions of the angels, this singular act brought forth a celestial host intent on vengeance and the king’s demise.

With each mouthful, the king’s wards were rejuvenated, his mind gained another fracture, and his body… changed. Queen Lysta, abhorred by the depraved acts of her husband, attempted many remedies, balms, and spells to restore him to no avail. She believes the changes to be irreversible and grieves his loss. Seeing no alternative, the mourning queen escaped the island, leaving Celarian alone and without counsel. Under the guise of priestess Gameela Haddad, Lysta journeys to find those that might help end Shai’taryn’s desolation.

King Celarian and his soldiers still hold back the demon army, his wards—altered to also allay celestials—powered by near-constant consumption of still-living celestial flesh. Demons continue to spout from the portals, replenishing their numbers. Besieged by both angels and demons, the once idyllic nation is now a war-torn hellscape.

This adventure is Part 4 of a 5 part story arc with all parts able to be played individually. These hunts are connected to Heliana's Guide to Monster Hunting by the awesome folks over at Loot Tavern! Each hunt is designed to be played across 3 different levels of play, and include new mythic monsters, spells, and magic items!

NOTE: This hunt has been edited down to include everything needed to play at 6th level. To get the full adventure with all the monster stat blocks, spells, and magic items, head over to Loot Tavern and become a patron!


Maps Provided by the AMAZING Cze and Peku!

"We're Cze and Peku, a couple who love making maps. We specialize in fantasy maps for roleplaying games like DnD. Our maps work in every VTT. Including Roll20, E+, Foundry and more.

We like covering diverse themes and outlandish ideas you can't find elsewhere. Kobold breweries? Coral thrones? Giant Elder Brain skull? No matter the theme we'll create the best map for your epic adventure. Just ask and we'll add them to the weekly poll! You can easily explore all our maps on our website
here!"


Explorer+ Patrons click HERE to get the Adventure PDF 


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

View Post

Dune Drake | CR 1/8 #MonsterMondays

DUNE DRAKE

The dune drake is a small species of reptile that inhabits desert regions. With its earth-toned, scaly body and sharp, poisonous claws and fangs, it is a formidable presence in its natural habitat. This quadrupedal reptile is a social species that live in packs led by a dominant female and exhibits high loyalty among its members. The dune drake's defense mechanisms include its potent poison and the ability to curl into a defensive ball. Although not naturally aggressive, it will fiercely defend itself using its claws and bite if threatened. Dune drakes are essential predators in the desert ecosystem and are highly sought after for their tasty meat.

Defense Posture. When threatened, dune drakes can curl into a defensive ball.

Tasty Treat. Despite its dangerous defense, the Dune Drake's meat is considered a delicacy. However, hunting the Dune Drake is not for the faint of heart, as its poison makes it a challenging prey.

Sonic Siren. Dune drakes can produce a high-pitched siren-like call, used for communication within its pack. This call can also be used as a warning signal for predators, alerting its pack to danger.


Explorer+ patrons click HERE to get the full PDF 


Adventurer+ patrons click HERE to get the VTT Token 

View Post

Secret of Rose Manor | 1st-level 5th Edition Adventure

Happy Friday, everyone! Here's my new adventure from the most recent issue of Crucible Magazine! Final adventure for Adventurer+ patrons will be coming out this weekend/monday just as a heads up.

Hope you have a great weekend!

~ TJ Phoenix

SECRET OF ROSE MANOR

Secret of Rose Manor is a Fifth Edition adventure for three to five characters of 1st to 2nd level and optimized for four characters with an average party level (APL) of 1. A family treasure lies hidden inside a decrepit manor home filled with puzzles and dark secrets, and the hunt is on to find it before it’s too late. Spectral figures roam the dusty rooms, and guests are starting to disappear—can you discover the secret of Rose Manor?

This adventure fits into any campaign with a haunted house and works best as an introductory adventure for new characters just starting their adventuring careers.

Adventure Summary

The characters are invited to partake in a treasure hunt in a haunted manor filled with puzzles, traps, and secrets to claim an inheritance. They meet the other heirs and the butler Kerwyn, a doppelganger. Kerwyn uses his shapechanging ability and an alchemical concoction to appear as various ghosts to scare the participants into leaving. As the party explores the manor, they learn the tragic history of the family and their fate while dealing with the traps and ghostly manifestations. If they can solve the puzzles and piece together a magic tablet, the characters find the hidden vault beneath the manor. Depending on their choices, they can save Sir Thorbald or leave his spirit trapped in the Ethereal Plane. If they are diligent, they can also discover the doppelganger Kerwyn’s deception and unmask his dastardly plot.


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 Map Pack 

View Post

Desert Oasis Flask | New 5th Edition Magic Item

Desert Oasis Flask

Wondrous item, rare

This small flask is made of brass and etched with intricate designs of a desert oasis. You can use an action to open the flask and create a small oasis, providing fresh water and escape from the elements. The oasis lasts 1 hour, and the flask cannot make another for 24 hours. The oasis can be dismissed early by placing the stopper back into the flask.

The oasis is a 15-foot radius sandy area centered on the point where the flask was opened. The area includes a small pond filled with cool, fresh water, and shady palm trees provide dates and peaches. Twelve creatures of Medium size or smaller can fit comfortably in the oasis. The atmosphere inside the area is comfortable and dry, regardless of the weather outside the oasis.


Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards 


View Post

Sandsworn | CR 5 #MonsterMondays

SANDSWORN

Sandsworn hail from an ancient desert civilization long since lost to time. The powerful sorcerers of this civilization created them as a means of protection and labor. They were imbued with magic that allowed them to manipulate sand and shape it into whatever form they desired, including their own bodies. They built the massive pyramids and temples of the civilization and were tasked as guardians to protect the treasures and secrets within their secret vaults.

But as the civilization fell, so too did the control the sorcerers had over the Sandsworn. Without their creators to guide them, the Sandsworn began to wander the desert, searching for a new purpose. They became nomadic creatures, traveling from place to place in search of food and water. They’ve become solitary creatures who rarely form social bonds beyond their kind. Some still haunt the ruins of their ancestors, seekin meaning in continued protection of ancient treasures. 

Shapechangers. Sandsworn can mimic the appearance of other creatures and objects, making them excellent at camouflage and surprise attacks.

Long Memories. Sandsworn share memories passed down from the civilization that created them, and can provide valuable information if convinced to share it.


Explorer+ patrons click HERE to get the full PDF 


Adventurer+ patrons click HERE to get the VTT Token 

View Post