
IRONROAR'S LAST STAND
Ironroar's Last Stand is a Fifth Edition adventure intended for three to five characters of 5th to 6th level and optimized for four characters with an average party level (APL) of 6. The wards of an ancient prison holding a minotaur shaman and his undead army are beginning to weaken. A powerful ley line runs under the prison, and its surges are growing stronger. It’s only a matter of time before they destroy the wards and free the shaman!
This adventure takes place in the Freelands campaign setting but fits into any existing campaign with only a few modifications and name changes.
Background
Long ago, in a land of rugged mountains and sprawling caves, lived the Boulderfury minotaur tribe. The minotaurs were proud and fierce warriors who lived in harmony with the earth and had great magic and combat skills. However, their lands were not immune to the ravages of war, and one day, a powerful shaman named Goeban Ironroar rose to challenge their rule.
Goeban had a dark ambition: to conquer the minotaurs and enslave its people. He raised an army of undead soldiers, twisting and corrupting their souls with his dark magic, and marched against the Boulderfury. The war was long and brutal, but in the end, the tribe emerged victorious with the help of the Everguard, a legendary order of paladins from a neighboring kingdom. They harried Goeban into hiding within his fortress and used their earth magic to bury it deep beneath the ground, transforming it into an underground prison where they would be kept for eternity.
But Goeban was not so easily defeated. Using ley line magic and alchemy, he unnaturally extended his life and remains alive within his throne room prison. The Everguard knew they could not leave the prison unguarded, so they appointed a sect of minotaur guardians to watch over the prison and ensure that the shaman's evil would never be unleashed again.
For over five centuries, the prison lay undisturbed, a hidden and forgotten corner of a kingdom that eventually faded away. But now, the seal on the prison is weakening, and Goeban's dark magic is stirring again. His army of undead soldiers is beginning to awaken, and the descendants of the Boulderfury need help to end Goeban's evil once and for all.
Adventure Summary
The characters enter the ancient prison known as Ironroar’s Stand, a former fortress that has held its eponymous owner prisoner for centuries. The party discovers strange magical surges inside the crumbling complex as they battle through minotaur skeletons and other undead guardians. They discover the remnants of a long-lost legendary elven squadron and a mine tapping into a natural ley line. The party must make their way to the throne room and end Ironroar’s threat.

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
2023-01-23 23:38:48 +0000 UTC
View Post

This Faction Pack includes:
- 9-Page PDF detailing history of the Everguard and their fortress home
- Legendary Stat Block for Thorne Nightbreaker, Grandmaster of the Everguard
- Two Additional New Monsters: Everguard Knight + Everguard Mage
- Three New Magic Items: Nightbreaker, Elixer of Unlife, and Ring of the Undead
- Six new VTT Tokens
THE EVERGUARD
The Everguard is a faction of undead knights who have existed for over 1000 years, devoted to protecting the innocent and defeating evil. Though they have faced many challenges and been reviled by the people, they have always remained true to their mission and are some of the land's most feared defenders. Throughout the centuries, they have fought against powerful necromancers, demon princes, dragons, and other evil creatures, always standing guard against the forces of darkness.

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT Token Pack
2023-01-19 04:08:58 +0000 UTC
View Post
Okay, so as most people know, WotC is gutting the OGL and making things pretty much impossible for creators such as myself to move forward in the same manner as we have been. We're fighting it, but every leak we have been receiving from the inside has proven them to be even more deceitful and duplicitous then previously.
To that end, I'm going to shift gears "eventually" to adjust to the changes. I'm still going to make 5E content for as long as I'm legally allowed to. Even after switching, everything will be made to be easily compatible with 5E content.
I'm curious to hear what other systems would be interested in seeing here or just comments in general. Let me hear your thoughts!
What would you like to see instead instead of D&D-specific content?
(shamelessly jacking this list off my friend Tom Cartos, go get his maps if you aren't already)
2023-01-16 15:13:57 +0000 UTC
View Post
Hey, folks! Just a quick heads up, between recovering from a nasty 3-day cold, this whole OGL debacle, and Crucible issue #003 wrapping up today/tomorrow, I'm a little behind on getting things released from last week. I have 2 adventures almost finished (just need to edit/proof and build the pdfs) and will be ready for release this Friday. I'll also release a multi-monster and magic item pack on Wednesday/Thursday (similar to the Father Yuletide supplement) to make up for last week and this week. Otherwise, content release schedule is still good to go!
Just gotta wrap up a 130+ page magazine real quick today, brb ;)
~ TJ
Quick Thought: How many Pathfinder players are here and would that be a pivot people would like to see from D&D? I'm looking into Paizo more and especially the new ORC license they are coming out with.
I'll put out a poll in a second, actually...
2023-01-16 15:02:56 +0000 UTC
View Post
So today is the day that I have a moment to address the elephant in the room. Namely, what is happening with the massive changes in the OGL that Wizards of the Coast (WotC) is reportedly moving forward with and what that means for us here at The DM Tool Chest.
I won't go into all the details because the information is readily available elsewhere (https://www.opendnd.games), but suffice it to say I will not be signing away all of my rights to my content over to WotC and I stand in support of the #OpenDND movement.
What's Changing?
To put it as simply as possible: I honestly don't know where we go from here. We're still waiting for the official news from WotC to determine when our cutoff date is for their new N-OGL (NOT-Open Gaming License, as I call that atrocity) to go into effect and until that time I'm moving forward with business as usual.
I plan to continue making the same content moving forward and adjusting the text as needed to stay legal.
What Are Your Options?
I am working towards continuing to make "5E Compatible" work that would require as little changes as possible on your part to use. This could include:
- system agnostic language
- a new SRD created by DMDave
- a new SRD created by Kobold Press
- a new system created by myself
or any other system that enables the language of the adventures and content to remain as close as possible without needing much adaptation.
If anything, I would like to say it could simply be something as innocuous as changing the names of certain abilities to be obvious (eg: Constitution=Vitality, Dexterity=Agility, etc) and have the rest of the work remain the same. We will see.
THIS SUCKS!
I'm right there with you on how frustrating this can be and I would just like to point out one thing:
This the EXACT reason why WotC/Hasbro is doing this maneuvering: they want to drive customers away from 3rd party publishers and into their walled garden.
Please do not be discouraged and fall for their manipulations! We will get through this together and I will continue to support you in the way that you've all supported me these last 2 years. We may need to do a little rebranding and house cleaning, but we're going to be fine!
~ TJ Phoenix
2023-01-11 18:03:19 +0000 UTC
View Post

UMBRA GIANT
Umbra giants—known as shadow giants—are humanoid giants who dwell in the subterranean realm of the Deepshade. Standing at an average height of about 14 to 17 feet, they are lean and agile, with elongated limbs and fingers that almost blend into the darkness around them. Their leathery skin ranges from a deep, inky black to shades of grey, and their eyes glow with an otherworldly light. They are proud and solitary people, preferring to keep to the shadows and avoid contact with outsiders whenever possible, especially the drow cities.
Shadow giants are typically found in secluded areas and are known for their extensive network of hidden settlements and secret pathways. They have a rich ritualistic culture centered around manipulating darkness and shadows. They believe darkness contains great power and spend their time quietly studying and practicing their shadow magic.
Low-light Vision. Umbra giants can see perfectly in low light or complete darkness.
Silent Predators. Shadow giants are skilled at moving quietly and stealthily, making them excellent spies and assassins.
Occultists. Shadow giant shamans are rumored to be able to communicate with the spirits of the shadow realm and are often sought out for their knowledge of the occult.

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT Token
2023-01-09 19:05:51 +0000 UTC
View Post
Hey, everyone! Today we have the third installment of the Motes of the Divine series that I have been writing for Heliana's Monster Hunts! Just 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 5th 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

Bones N’ Roses
Introduction
Bones N’ Roses is a 5th edition hunt for three to seven characters and is optimised for four characters with an average party level (APL) of 5, 10, or 15. Characters who complete this adventure should earn enough experience to progress one-third of the way to 6th, 11th level, or three-fifths of the way to 16th level. The characters must navigate a corrupted bogland and defeat the source of the marsh’s decay.
At the heart of the Bonefields is an ancient burial site, the Sepulchre of Sorrow, which until recently was home to the black dragon, Asterax. Despite the dragon’s demise, the bog’s corruption has not lifted—something lingers. After trudging through marsh and mist, the party finds a hostile ooze knight who, once defeated, melds the bones and armour that litter its lair into an ooze dragon. A means of resisting acid damage and the ability to fly will be useful in this epic hunt.
Background
The ultimate test of any knight’s mettle is to pit their bravery and blade against the might of a dragon. Some choose this path for gold and glory, others simply to prove their strength, but those of the Platinum Fist wish only to unshackle the innocent of tyrannical evil. And so it was that the Rose Knight, a native of the Dullowmarch, pledged themself to the Platinum Fist’s purpose: to defeat the vile and wicked dragon, Asterax the Black.
The Dullowmarch is a drab place, and nothing portrays this misery more poignantly than the Bonefields, a marsh that finds itself the final resting place of the many misguided animals that wander into its foggy bogland. Asterax’s corruption of the area made this already inhospitable land downright hostile—fouled water, withered livestock, and repeated raids by a malicious drake. Before long, the Platinum Fist heeded the call of the Dullovians and strode forth against the dragon, breaking their blades against her ebony scales.
The sun rose, set, and rose again as the battle between the legion and the dragon raged. Though the knights’ armour was enchanted against corrosion, corpses bearing the caustic burns of Asterax’s breath filled the swamp, forcing the living to fight while standing on the backs of their slain comrades. The last standing, the wounded Rose Knight fled the sepulchre to the hut of a canny woman known to help forlorn lovers and angry spouses… for a price. The Rose Knight begged Gabby Calo Gnatfeet for the power to resist the dragon’s acidic bile and quaffed her tar-like draught without question. After a night of bone-breaking cramps, the knight emerged from Gabby’s hut with a flinty determination.
The Rose Knight surprised Asterax, who was licking her many wounds in the depths of her lair. Though the dragon doused the valiant knight in acid, she managed only to strip the knight’s skin, revealing the black, viscous substance that now comprised their body. Crushing the dragon’s skull with their flail, the Rose Knight’s horror at their transformation was short-lived; there would be no fanfare, no celebration, naught but a mindless existence as the knight’s viscera dissolved into that of a formless ooze.
But something persisted. The odious rage and cruelty of Asterax found a home in the ooze knight and the corruption of the Bonefields did not end.

This adventure is Part 3 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 5th 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
2023-01-06 19:09:55 +0000 UTC
View Post

PRIMAL VERDANT PLATE
Armor (plate), rare (requires attunement)
This shimmering green armor is made from rare metals carved with leafy vines. It pulses with life as the intricate leaves appear to move as if by a breeze. While attuned to the armor, you have a +1 bonus to AC and a +1 bonus to your Strength score.
In addition, you can spend an action to call forth vines and leaves from the armor to entangle a creature you can see within 10 feet of you. The creature must make a DC 15 Strength saving throw or be restrained until the end of its next turn. Once you use this property, it can't be used again until the next dawn.

Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards
2023-01-04 16:25:48 +0000 UTC
View Post

STARBORN
Starborn are a race of androgynous beings with skin that shimmers and sparkles like the stars. Their sharp, angular features and piercing eyes glow with an inner light, and their hair—often blue or silver—seems to shimmer and move as if caught in an ethereal breeze. Tall and slender, they exude an otherworldly grace yet are fiercely resilient, able to withstand the harsh conditions of the cosmos and the demands of the arcane.
Starborn are a mysterious and enigmatic species with unknown origins. They value grandeur and a desire to stand out and often display their wealth and power through elaborate clothing and decorations. Despite their tendency towards self-importance, they are deeply philosophical, seeking to understand their place within the universe. They live in small communities, often located in remote, mountainous regions where they can gaze up at the stars in solitude. They are fiercely independent people with a strong sense of self-determination. They are loyal to their allies and will go to great lengths to defend their communities and loved ones.
Starblood. Some of the most powerful Starborn can transform into celestial beings, taking on the form of stars or other heavenly bodies.
Astronavigators. Starborn have a strong connection to the stars and the cosmos and are rumored to be able to navigate through space and even visit other worlds.

Explorer+ patrons click HERE to get the full PDF
Adventurer+ patrons click HERE to get the VTT Token
2023-01-02 19:35:43 +0000 UTC
View Post
Hey, everyone! This was meant to be the final adventure for 2022, but alas, I was not able to finish it last night before midnight!
I hope you are all having a great start to the year so far and I am really excited for everything I have coming up in what is now entering into my 3rd year of creating content with The DM Tool Chest!
Happy New Years!
~ TJ Phoenix
Adventure Includes:
- 18-Page Adventure PDF
- 2 VTT Ready Maps
- 4 New Monsters
- 1 New Magic Items
- 11 VTT Tokens

THE DUERGAR MINDFORGE
The Duergar Mindforge 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. A mercenary band of dark dwarves has discovered an ancient forge thought lost to time. Their psionic master has corrupted it and is creating weapons for the forces of Deepshade to rise again.
This adventure takes place in the Freelands campaign setting but fits into any existing campaign with only a few modifications and name changes.
Background
The duergar psionic master, Grondar, has long been obsessed with the power of the mind and has spent years searching for a way to harness that power for his personal gain. When he and his band of duergar raiders discovered the ancient ruins of a long-lost dwarven forge hidden deep in the mountains, he saw it as the perfect opportunity to achieve his goals. The forge holds the legendary Ironsong, whose flames can manufacture magical weapons and armor.
Grondar and his duergar set to work, using his psionic powers and living sacrifices to corrupt Ironsong into a forge capable of imbuing weapons with psionic power—a Mindforge. They began producing powerful psionic weapons, including swords and shields imbued with psychic energy, and selling them to the highest bidder.
As word of Grondar's activities spread, it attracted the attention of the Stormbelly dwarves, the original owners of the forge before they were forced out of their home by the Dark Horde thousands of years ago. Unwilling to let the dark dwarves twist their long-lost legacy, Admiral Joslyn Stormbelly gathered her crew to reclaim the Ironsong and take down Grondar and his duergar. The oceanic dwarves met resistance from Grondar's allies, including drow, ogres, and deep gnomes, who each see the Mindforge as a source of power for their clans.
Admiral Stormbelly believes her forces can distract Grondar’s allies while a smaller group can sneak behind the enemy lines and assault the forge directly. As each day passes, Grondor’s control over the Mindforge increases, and he can forge more weapons to defeat the oceanic dwarven forces.
Adventure Summary
The party begins their adventure by sneaking through a treacherous mountain pass to avoid the enemy army guarding the main path to the Ironsong forge. They must make their way through the pass, using their stealth and cunning to evade detection. Once they reach the forge, they must confront the duergar guards and make their way inside.
Inside the forge, the party must battle through the duergar defenders and overcome the traps and defenses that the mercenaries have set up. They find a potential ally in Jhalszar T'azza, a captured drow spy who was trying to gather information on missing drow from her clan.
Finally, the party reaches the forge, where they find the duergar psionic master waiting for them. Grondar is powerful and well-prepared for their arrival, aided by a dark iron construct he manufactured using the Mindforge and drow sacrifices. The party must defeat Grondar and reclaim the forge for the Stormbelly clan before Grondar can secure his position even further.

This adventure uses some of the awesome maps from my good friends over at The MAD Cartographer! 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 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 VTT Ready Digital Map Pack
2023-01-02 02:59:54 +0000 UTC
View Post

Ugly Yuletide Sweater
Armor (padded), rare (requires attunement)
This magical sweater is made of a thick, red knit fabric adorned with white snowflakes and green holly leaves. While wearing the sweater, you have a +1 bonus to AC, and the ability to withstand extreme cold temperatures without suffering any negative effects. In addition, you suffer disadvantage on Intimidation checks made while wearing this sweater.

Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards
2022-12-28 19:16:22 +0000 UTC
View Post
Hey, everyone! Some of you may remember MykeMyke who wrote a few adventures for us. Well, he recently released an adventure on DMsGuild and is offering a 50% for all of us because... well, because he loves us and it's the holidays!
The discount is valid to 31st Dec. Feel free to take a look and see if it's right for you. It's a nice little adventure you can drop into any spelljammer campaign or use as an awesome change up if you need a one-shot. There's even music included!
CLICK HERE TO GET THE DISCOUNTED RATE ON DMSGUILD

EVERY BREATH YOU TAKE
A Tier 3 (APL 14), AL legal, 4 hour Dungeoncraft Adventure
Riding on a spelljammer isn't as glamorous as people make out - especially when your ship gets sabotaged! It's time to find out who did it and why...
Every Breath You Take is an exciting standalone adventure that showcases some of the wonders of Spelljammer with an engaging and accessible story, beautiful battlemaps and art, and some original music to set the mood! This adventure features a wide range of gameplay, challenging combat, and enough intrigue to keep things interesting for every party. It is the first adventure in a trilogy and takes place in a Wildspace used in other adventures from the talented community of Triden Games. There is even a 14 page setting guide included which provides additional lore and hooks that allow you to carry on your own stories if you'd like to!
Included you will find:
- The core adventure clearly laid out in 10 pages - it is easy to run and has room for a DM to put their own spin on things!
- Guidance and additional material to enhance combat and/or roleplay to accommodate the preferences of your players.
- 2 beautiful and clear battlemaps. Print and VTT copies.
- Art for all NPCs and significant scenes and objects.
- 3 looped music tracks - 2 for combat and 1 for exploration - suitable for standalone players and VTT upload.
- A separate 14-page setting guide that is used by other authors to create immersive stories. You can too if you wish!
CLICK HERE TO GET THE DISCOUNTED RATE ON DMSGUILD
2022-12-26 21:09:03 +0000 UTC
View Post

WINTERFROST SPRITE
Winterfrost sprites are small, slender creatures with pale blue skin and long, flowing white hair. They have large, crystalline wings that shimmer with a frosty sheen, and their eyes are a deep, icy blue. The sprites are native to the cold, snowy tundra regions of the world and frequent frozen lakes and rivers. The playful fey are most active in winter and enjoy flitting about in the snow.
Winterfrost sprites are mischievous and playful, often causing frosty mischief wherever they go. They are devoted to their kin and will do anything they can to protect them. However, they can also be quite vain and selfish, often indulging in their own desires without regard for others.
Frosty Savants. Winterfrost sprites can create and control ice and frost, using it to protect their territory or to play tricks on those who cross them.
One With Winter. They are immune to the cold and can survive even the harshest winter weather.
Trinket Collectors. Winterfrost sprites are notorious for stealing shiny objects and hoarding them in their frozen lairs. It is said that they will trade these treasures for favors or services.

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT Token
2022-12-26 18:53:22 +0000 UTC
View Post
Hey, everyone! I hope you're all having a fantastic start to the holiday weekend and you're happy, safe, and most importantly staying warm! I'm starting my own vacation as soon as I post this, but will be back on Monday with the usual releases!
I've been toying with the idea of a less serious adventure meant to be played as a comedy and after bouncing around ideas with my friend Ceci from my good pals over at Divergent Dice (who are awesome, go check them out!), I came up with this cheeky little adventure.
I hope you all enjoy and see you on Monday!
~ TJ Phoenix
Included Are:
- 17-Page Adventure PDF
- 3 Creatures Including: Gremlin, Mechanical Reindeer, Giant Grick
- 7 New Magic Items
- 9 VTT Ready Tokens & Maps

HOW THE GRICK STOLE CHRISTMAS
How the Grick Stole Christmas is a 5th Edition adventure for three to five characters of 3rd to 4th level and optimized for four characters with an average party level (APL) of 3. A gang of mischievous gremlins trained a giant grick to tunnel into the town of Tinker’s Haven and stole Mother Midwinter’s magic sack of toys! They’ve taken it back to their hideout and are playing with their new toys while the townsfolk call on the adventurers for help!
This adventure fits into any existing campaign with a midwinter festival with only a few modifications and name changes. The adventure is designed so that characters can avoid most combat for a more comedic or light-hearted approach. As always, the GM determines the ambiance, and things can take a grim turn if desired.
Background
In Tinker's Haven, the annual midwinter festival has been a beloved tradition for generations. It’s a time for the town to come together and celebrate the winter solstice with elaborate floats, delicious treats, and, most importantly, the arrival of Mother Midwinter. The beloved grandmotherly gnome produces gifts from her enchanted sack each year and distributes them to children all over the region.
This year, mischievous gremlins set their sights on stealing Mother Midwinter's magic sack of toys. The gremlins are led by their cunning leader, Gizmo, who has plotted for months to find a way to steal the toy sack. One day a rumbling beneath their cavern hideout gave him an idea: they would train a giant grick to tunnel into the town and snatch the magic sack while everyone was distracted by the parade.
The gremlins set to work, carefully training the grick and preparing it for its heist for an entire year. Gizmo and his gremlin gang worked hard and proudly put together the most sophisticated heist any gremlin could come up with: dig a hole, steal the sack, and then blow up the hole. The gremlins were filled with excitement and nerves as the big day arrived. They knew that their plan was risky, but the prospect of all those toys was too tempting to resist.
As the parade began and Mother Midwinter made her grand entrance, the gremlins put their plan into action. The grick tunneled its way up to the surface, snatching the magic sack and disappearing underground before anyone could even react. The town is now in an uproar, and the gremlins are thrilled with their success. Unfortunately for the gremlins, a group of adventurers is already on their way to retrieve the stolen satchel and save midwinter for the children!
Adventure Summary
The characters are tasked with tracking down and retrieving a magic sack of toys stolen during the annual midwinter parade. Along the way, they will have to navigate the tunnels and lairs of the gremlins and the grick, using their skills and wits to evade traps and defeat any monsters that stand in their way. Ultimately, they must confront the gremlins and find a way to persuade them to return the magic sack, whether willingly or by force. The characters must then decide if they want to bring the gremlins to justice or find a way to redeem them and help them make amends for their actions.

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
2022-12-25 00:36:34 +0000 UTC
View Post
Hey everyone! Today's #MonsterMonday is a special one! Not only do we have the big man himself, I've thrown in a whole bunch of goodies all into one nice little package!
This 5-page PDF includes:
- Legendary Lair and Stat Block for Father Yuletide
- Two Additional New Monsters: Gingerbread Golem & Yuletide Elf
- Two New Wintery Spells: Hoarfrost & Polar Ray
- Two New Magic Items: Yule Goat Shield & North Pole Ram's Horn
- Three VTT Tokens (One for each new monster)
So there's lots of goodies in here to go around before the Christmas break!!
Enjoy!
~ TJ

FATHER YULETIDE
Father Yuletide is a tall, regal-looking archfey with flowing white hair and a curly white beard. He is always impeccably dressed, typically in shimmering silver and red robes trimmed with white fur. His eyes are a bright, piercing blue, and he exudes a sense of peace and goodwill wherever he goes.
Despite his benevolent appearance, Father Yuletide is a powerful and unpredictable being, capable of great acts of kindness as well as terrible acts of destruction. He is the embodiment of the winter season, and his moods and actions are often tied to the weather and the passage of time. Some say he is the son of Old Man Winter himself, while others believe he is a manifestation of the collective joy and happiness of the winter holiday season. Regardless of his true nature, Father Yuletide is revered and respected by all those who encounter him, and his presence is always welcome in the mortal world.
Seasonal Influence. As an archfey of the winter season, Father Yuletide has a strong connection to the forces of cold and snow. He can use his powers to create blizzards, freeze water, and manipulate the weather.
Gift-Giving. Father Yuletide is associated with gift-giving traditions that often take place during the winter holiday season. He can create magical gifts and trinkets for those he favors using his magical satchel.
Mischievous Nature. As an archfey, Father Yuletide has a mischievous and playful nature. He enjoys pranks and trickery, using his powers to cause confusion or chaos among mortals. However, he can also be generous and kind to those who have earned his favor.

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT Token Pack
2022-12-20 02:46:58 +0000 UTC
View Post
Note: This adventurer is our monthly content for Adventurer+ Patrons. Please consider upgrading to get access to a new monthly adventure and more content each month!

Hey, everyone! Got a another adventure made for my good friend Ollie over at Moonlight Maps! If you're not a patron already, you should definitely go and join to get access to some top-tier quality maps! Their kickstarter pre-orders are still active so go check out their new map book, too!
Hope you all enjoy and have a great weekend!
~ TJ Phoenix

THE OFFERING
The Offering 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 3. An angry young man has summoned an ancient forest spirit to obtain vengeance against a village he believes wronged him. The superstitious villagers blame newly arrived priests and an overly ambitious merchant for the spirit’s wrath. It’s only a matter of time before a human blood sacrifice is needed to appease the spirit and save the village from the darkness.
This adventure fits any existing campaign with a remote and superstitious village in a dark forest using only a few modifications and name changes.
Background
Tanglemist is a small community deep in the Black Hills and locally famous for its blackberry wine, white truffle oil, and a culture steeped in folklore. The old blood runs deep in the villagers and wards against the evil eye, protection fetishes and idols, and other occult symbols are often worn by the elders. Calling upon the forest spirit's good graces is a polite greeting and farewell among the locals. However, the younger generation has been pulling away from the old ways and wishes to see the community grow into something more than a backwater village.
Priests of the Goddess of Light established a small temple many younger villagers have started attending. Mayor Leslie Flemmons has been talking with a wealthy merchant who has shown interest in building a new winery and bringing a trading post to the village. Some elders, namely the herbalist Gertie Garland, were quite vocal about the changes, warning the old ways should not be forgotten. Her warnings fell on deaf ears, however, and the plans for progress continued.
That was until bandits started attacking merchants along the new trade route, and Casrakas began to pull back their funding. Mayor Flemmons sent her son Griff to lead a hastily gathered militia of villagers to drive the bandits away. Griff’s inexperience led the volunteers into a hasty assault that ended in victory, but not before some of the militia sustained injuries.
Kerrigan Garland, the son of Old Gertie, was a blacksmith apprentice before he lost his left arm to a bandit’s blade. Blaming Griff’s incompetence, he turned to drink in his despair over losing his ability to work the forge. He searched for solace at the bottom of a bottle until he was penniless. Kerrigan’s anger simmered constantly and boiled over at the slightest chance. The villagers shunned him, and he was banned from the tavern after too many drunken altercations. Eventually, he decided to leave the village and try his luck elsewhere.
After searching his mother’s belongings for spare coins, he found Gertie’s manuscripts on the Dark Lady. Kerrigan discovered his herbalist mother was once a priestess of the old ways, and the writings were more than just ramblings. They led him deep into the forest to an ancient altar stained red with old blood. With the help of the manuscripts, the angry young man called upon the forest spirits to give him vengeance, and they answered his plea.
Guided to the Dark Lady by a malicious forest spirit, Kerrigan crafted an amulet giving him the power to raise undead minions and attack the villagers during the night, leaving no sign behind. The villagers became terrified to leave their homes at night, and Gertie’s ramblings of the Dark Lady’s anger started gaining traction. The mayor’s son Griff was taken and held captive by Kerrigan, and he is now using dark magic to drain Griff of his life force in a dark ritual. The villagers have started blaming the priests of light, and the merchant Casraka has quietly pulled back from investing in the area. Fear of the Dark Lady has gripped the region, and there seems to be no end to the torment Kerrigan wishes to inflict upon the village.
Adventure Summary
The characters find themselves in the rustic village of Tanglemist and learn of the supernatural occurrences that have plagued the villagers. After speaking with prominent community members, the party discovers that an ancient forest spirit called the Dark Lady once protected the village and is now being blamed for the missing people. They head into the forest at the directions of "Old Gertie," using a ritual to summon a forest spirit and learn of the sacred cave holding the Dark Lady captive.
After returning to the village, the party must stop an angry mob from making a blood sacrifice during the Festival of the Crow. The characters are given directions to the catacombs after the situation in the village is diffused, and they must make their way back through the forest. Inside the catacombs, they find Griff, the mayor’s son, on the verge of dying from a ritual draining his life force. Kerrigan steps from the shadows and calls upon the Dark Lady once more to defeat the party. The characters must defeat the corrupted dryad before Kerrigan is empowered with dark magic.
Maps provided by Moonlight Maps!

With Moonlight Maps you get the highest quality hand-drawn map packs, with custom variants covering different settings (eg snow terrain, haunting mists, special themes, etc) giving you more narrative opportunities from a single map pack!
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)!
Every patron also gets access to my Discord community server where we discuss upcoming maps, our own campaigns, and help each other with world building!

Adventurer+ Patrons Click HERE to download the complete adventure pack that includes:
- 21-page Adventure PDF
- 10 token VTT Token Pack
- VTT Map Pack from Moonlight Maps
2022-12-16 17:56:33 +0000 UTC
View Post

This winter-themed paladin uses the fury of a blizzard and the crushing patience of a glacier to destroy the forces of darkness!
OATH OF THE WINTERGUARD
Paladin Oaths
At 3rd level, each paladin swears an oath that binds them as a paladin and forever defines their cause. The following Oath of the Winterguard option is available to all paladins along with the typical archetypes. It grants features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath of the Winterguard
The Oath of the Winterguard draws its power from the winter spirit, embodying the force of destruction and renewal that winter brings. Winterguard Paladins are forged in the bitter cold of winter's wrath, and their resolve is hardened by its brutality. As protectors of the weak, they can break the will of their enemies when necessary.
Tenets of the Winterguard
The tenants of the Oath of the Winterguard are taught through exposure to the harsh northern climes. Their lessons are etched into the bodies and souls of each paladin of this faith.
• Shield Your Own. Protect those you are bound to from all harm, and lay down your own life in their defense. We are the shield against the storm.
• Strike Fear in the Enemy. Let your enemies feel the blizzard’s fury and know its unforgiving power. We are winter’s wrath.
• Freeze the Wicked. Reach out with icy hands to weaken the might of the forces of darkness. By our hands, evil shall be stopped cold.
Note: This player subclass is being released to Adventurer+ tier patrons only. Consider upgrading to get this and other benefits!

Adventurer+ patrons click HERE to get the Subclass PDF
2022-12-14 22:25:47 +0000 UTC
View Post

XELERIAN
Xelerians are magnificent and powerful creatures who dwell in the icy planes of the north. They stand over twenty feet tall, have a wingspan of forty feet, and a thick layer of feathers and fur covers their bodies. Their wings are made of wispy, frozen air, allowing them to soar through the skies silently. Their razor-sharp claws can penetrate even the toughest armor, and their frosty aura carries winter everywhere.
Xelerians are solitary creatures, rarely seen in groups, and prefer to stay in their icy domains. They lair in the highest mountains and caves in conditions too frigid for most to survive. They’re fiercely territorial creatures and natural enemies with white dragons, having fought for dominance in the icy realms for centuries. Some Xelerians are known to have allies with the winter fey, as the two share similar interests.
Scions of Winter. Wherever a xelerian lairs, the land is covered in ice and snow. Legends say the gods created them for this singular purpose.
Ancient Protectors. While rare, xelerian’s have been known to occaisonally take local settlements under their protection, the locals often looking to the majestic beings as divine creatures.

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT token
2022-12-12 21:51:14 +0000 UTC
View Post
Hey, everyone! Today we have the next installment of the Motes of the Divine series that I have been writing for Heliana's Monster Hunts! Just as a reminder, these are multi-level adventures and the vrsion I can share with all of you includes everything you need to play at 4th 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

Introduction
This hunt, Flames of the Faithful is a 5th edition adventure for three to seven characters and is optimized for a party of four characters with an average party level (APL) of 4, 9, or 14. Characters who complete this adventure should earn enough experience to progress one-quarter of the way to 5th, 10th, or 15th level. A maniacal wax elemental infused with divine power and misguided faith has absorbed a celebrated archbishop and is secretly burning members of its congregation alive.
After meeting an overly eager priest from the Church of the Empyreal Solar, the characters find their way to the town of Cresthill. A celebration is underway and the festivities extend through the night in honor of the recent divine revelation of the church’s leader. It becomes clear to the party that something odd is going on that the townsfolk refuse to admit. When they are invited to a private service with the Pontiff, the characters instead come face to face with a powerful wax creature pretending to be the Pontiff and igniting parishioners aflame to “enlighten” them.
Background
The clergy of the Church of the Empyreal Solar has provided spiritual guidance to the town of Cresthill for generations. The priests are widely known for their generosity and are considered community leaders. In the past two decades, Archbishop Cyril the Kindhearted has exemplified the lineage of this church by being a man of extraordinary character and devotion to his congregation. His generosity knows no bounds, and he has helped hundreds of people better their lives.
The Empyreal Solar used a wax elemental to maintain the many candles and lanterns that kept their cathedral brightly lit at all times. The simple creature had served the church longer than any current priest has even been alive, and most ignored its presence. Over time and after generations of exposure to divine rituals, the wax elemental eventually gained a spark of self-awareness and began questioning its existence and place within the cosmos. It secretly approached Archbishop Cyril with these questions, and the enthused spiritual leader attempted to enlighten the elemental with guidance like any other member of his flock.
Teaching the elemental proved a mistake, as it lacked the emotional capability to fully comprehend Cyril’s teachings. The lessons became twisted in its mind, and the creature began to believe it had the divine responsibility to “enlighten others” by literally lighting them on fire. The Archbishop realized his mistake too late and became the first to be purified and absorbed.
The wax elemental used its power to mimic the archbishop’s appearance and convince the Empyreal Solar’s priests that it knew of a new, secret path to enlightenment, declaring itself a prophet and taking the title of Pontiff. The priests eagerly spread word to Cresthill’s residents of the Archbishop's discovery, convincing them that a new era of enlightenment was soon to come. Instead, the Pontiff began melting the members of his congregation, growing stronger with each “enlightenment” as it added their molten fat to its waxy form.

This adventure is Part 2 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 4th 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
2022-12-09 18:41:38 +0000 UTC
View Post

FROSTHEART AMULET
Wondrous item, very rare (requires attunement)
This bronze and iron chain necklace grips a magical shard of heart-shaped ice. While wearing this amulet, you can use an action to speak its command word and cause living ice to erupt from within the frozen heart. The ice flows over you to create a thick layer of armor, and you gain the following benefits for 1 minute: You have immunity to cold damage and gain a +2 bonus to AC. Also, a creature that touches you or hits you with a melee attack while within 5 feet of you takes 1d6 cold damage. While the ice armor is active, you have disadvantage on Dexterity checks and saving throws. This amulet can be used once per day.

Explorer+ Patrons Click HERE to download the Magic Item Tarot Cards
2022-12-07 18:23:39 +0000 UTC
View Post

NEMRANT
Nemrants are vicious monstrosities with gorilla-like figures that live in the depths of the Deepshade. Their leathery skin ranges in shades of dark greens and grey, and coarse, black fur covers the lower half of their bodies. Nemrants are more cunning than their brutish appearance suggests, a necessity to survive in their nomad warrior caste societies.
Nemrants are fanatical worshipers of Kurgath, an archfiend of the Abyss who enslaved their kind as shock warriors in his demonic horde. The archfiend formed tribes that believe that only the strong deserve to live, respecting strength in combat above all. Because of this warlike philosophy, nemrant tribes are kept small and packed with powerful warriors. They are purists who look down on any who use unnatural weapons.
Cults of Kurgath. The worship of the archfiend Kurgath often pits nemrants against the priestesses of the spider goddess of their hated rivals, the drow.
Savage Raiders. As a strict warrior society, nemrants survive by constantly raiding for food and supplies. Their war parties regularly strike aboveground settlements before returning to a temporary fortified position. It is rare for anyone to survive one of these raids.

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT token
2022-12-05 19:52:29 +0000 UTC
View Post
Hey, everyone!
First off, I want to apologize for so many delays in getting content out this month. In trying to recover from a big financial loss, I took on some more commissioned work with the intent of being able to still maintain the monthly adventures here and... I just flat out failed. I bit off more than I could chew. I was in the process of knocking this one out on Tuesday, but then I was without power the last 2 days after Seattle got hit by a crazy snow storm and I'm just now finishing it.
So, all that being said, I'm on the grind now and am back on schedule and still owe you folks 1 additional adventure for November. I'm also working with some new map assets (you'll see them used in this adventure) and am back to using Dungeondraft instead of Inkarnate, although you might see a mix of the two in the future.
For those who have stuck with me so far, thank you so much for your patience! I'm all settled in and roaring to go!
Your humble content creator,
~ TJ Phoenix

SECRET OF THE EVERFLOW
Secret of the Everflow 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 rebel faction has seized a peaceful monastery dedicated to the god of water. They seek the power of an ancient holy relic with legendary healing properties hidden within the temple’s vault. The relic’s power is the only thing keeping the nearby desert from encroaching even further.
With only a few modifications and name changes, this adventure can be used in any existing campaign with a mountain temple dedicated to a water deity.
Background
Everflow Monastery sits on the lush Silvertip Slope near the easternmost tip of the Motionless Mountains. Dedicated to the water god Nestor, the monastery provides reliable water to a region that borders the encroaching Mohur desert. Local legends say that the god created an ever-flowing spring that will never dry, and the monastery protects it from harm. The resident monks are respected for their dedication to helping others and have lived peacefully for decades, safe behind their monastery walls guarded by elemental water guardians. This peace shattered after Abbot Burlan, the head elder of the monastery, passed away suddenly, leaving the abbey without leadership.
After the burial, a warrior monk named Alexios proposed that he become the new abbot. He and others had grown restless with the monastery’s passive ways and wished to transform the monastery into a school of martial ways. The debates were heated, and eventually, the elders decided to maintain the peaceful traditions of the monastery and elected a new abbot accordingly. Alexios and his followers grew furious, and the warrior monk challenged the new abbot to combat. When the new abbot refused, Alexios killed him where he stood. Although the monks rallied against the killer, they were no match for his fury. Alexios and his followers now control the monastery and imprison those who refuse to join them. He has spent the past few days trying to find the secret vault holding the Everflow, the source of the magical waters that pour from the temple.
Adventure Summary
The characters arrive at Everflow Monastery and discover a hostile sect of monks has taken it over. They meet a young acolyte named Tabitha, who survived the carnage by hiding outside during the attack. She tells them of the rebel monks led by Alexios, who took control of the monastery and killed dissenters. The characters must rescue the surviving monks and confront Alexios as they discover the truth behind the Everflow’s secret.

Explorer+ Patrons click HERE to get the Adventure PDF

Adventurer+ patrons click HERE to get the VTT tokens

Dungeon Master+ Patrons click HERE to download the VTT Ready Digital Map Pack
2022-12-02 00:10:44 +0000 UTC
View Post
Hey, everyone! Get ready for a little flood of adventure posts today and tomorrow! My apologies for the lateness in getting these out; I have more constraints and running on different timelines while collaborating with other folks in writing these adventures. They've been awesome to design and they've been generous enough to let me share them with you! Please let me know what you think and if you enjoy these kind of collaborations!
~ TJ
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!

THE TWILIGHT HUNTER
The Twilight Hunter is a 5th-edition adventure intended for three to seven characters and is optimized for four characters with an average party level (APL) of 3, 7, or 12. Characters who complete this adventure should earn enough experience to progress one–third of the way to 4th or 8th level, or one-half of the way to 13th level. A new danger has entered the cursed Evenfall Forest, terrorizing the local villagers. The Bloodhound, a mechanical and shapechanging creature, has begun stalking the mist-covered woods, searching for the blood he needs to survive.
Once the characters trek through the forest, they discover the Bloodhound used the attacks to lure them into his trap—the hunters have become the prey. They must navigate the Bloodhound’s obstacles and fend off his wild pack to face the shapechanging beast that won’t stop until he has their blood. Ranged attacks and the ability to deal fire damage will be highly beneficial in this hunt.
Background
When monsters stalk the night, there will always be those who hunt them. Most of these hunters have a reason for what they do: revenging lost loved ones, the need to protect those who cannot protect themselves, or simply in exchange for gold. Some, like Roul Hasdrubal, hunt for the sheer pleasure of the chase and the eventual kill.
Roul was a fearless hunter whose prowess was overshadowed only by his reputation for brutality. Once he started to track his prey, he did not stop until his hands were soaked in its blood. A patient hunter, he toyed with his quarry, bleeding them out using his beloved serrated knives. As he grew older and frailer, that same prey became his salvation.
When his limbs became weak, Roul rebuilt them with mechanical replacements. When his organs failed, he replaced them with those from great and powerful beasts. When age’s tiring embrace beckoned, he harvested the life-prolonging blood of shapechangers, inadvertently changing his physiology. Over time, this process rendered him mentally unstable and physically malformed. Now, the Bloodhound is the same as the monsters he once hunted; those he protected are now the prey of his unending quest to acquire fresh blood and improve his concoctions.
The Bloodhound has turned the cursed Evenfall Forest into his new hunting ground and lair. The Coldmore residents, while used to the wood’s peculiarities, were unprepared for the incursion. The Bloodhound has terrorized them over the last few weeks, disguising the ambushes as vicious animal attacks in hopes of drawing in more powerful prey to harvest their blood. Word has quickly spread that adventurers are needed in the dark woods to hunt down the “dangerous creatures.” The Bloodhound now waits for those strong enough to follow the breadcrumbs leading into his trap-filled lair.

This adventure is Part 1 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 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 Map Pack
2022-11-28 18:04:45 +0000 UTC
View Post

Hey, everyone! At the suggestion of a patron and starting with this item, I'll be providing both a white and black version of the tarot cards for those who print at home! Should make things a bit easier on the ink cartridges!
Hope you're all set for turkey day and have a great Thanksgiving!
~ TJ
CLOAK OF THE NORTH
Wondrous item (cloak), rare (requires attunement)
This cloak is crafted from the furs of the great white cats native to the frigid north. You have resistance to cold damage and gain a +1 bonus to AC while wearing this cloak. Additionally, while wearing the cloak with its hood up in a snowy environment, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide against the snow. Pulling the hood up or down requires an action.

Explorer+ Patrons Click HERE to download the Magic Item Cards
2022-11-23 19:08:16 +0000 UTC
View Post

ABOMINABLE SNOWBALL
Among the most feared creatures that stalk the winter nights are the abominable snowballs. These monstrosities appear as tiny balls of white fur that range from 6 inches to a foot wide. They have red eyes that glow like embers in the night and a mouth full of icicles for teeth. Snowball packs are nomadic, preferring to roam in wintery forests, glaciers, and snow-capped peaks; they avoid warmer climates and hibernate underground when necessary. They are carnivores that wipe through local animal populations and leave only bones behind, causing many settlements to starve during lean winters. The origins of these creatures are unknown, although some believe they are related to the much larger yetis that share similar features. If a snowball ever had a chance in hell, it would be an abominable one.
Snowball Fight. Abominable snowballs are highly aggressive, throwing themselves at their victims in a wave of fur and fang.
Fear of Flames. Fire is the only thing that gives the otherwise fearless abominable snowballs pause.
Ice Balls. Each abominable snowball can flash freeze itself and self-destruct in a blast of jagged ice shards. The fragments form new snowballs days later.

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT token
2022-11-22 00:37:47 +0000 UTC
View Post
Hey, everyone!
Apologies for the delayed content! I've been working on multiple projects at the same time and they're all set to be wrapped up in the next few days. I've been working with other content creators to make some pretty fun adventures and it takes a bit longer than my usual, but they're awesome folks who let me share their work with you as well!
This adventure uses some of the awesome maps from my good buddies over at The MAD Cartographer! It's a 16-page pdf with some twists and turns that was inspired by some of the comments and responses from all of you! I hope you enjoy!
~ TJ

LAIR OF THE OOZE ALCHEMIST
Lair of the Ooze Alchemist is a 5th Edition adventure intended for three to five characters of 1st to 2nd level and optimized for four characters with an average party level (APL) of 1. A group of adventurers responded to a notice from Dr. Jerome Goldmantle, an alchemist looking for help gathering materials for his experiments. The innocent-seeming gnome rewarded their desire to help by drugging them and locking them in his laboratory's basement. The party must now escape their cell and the laboratory of a mad alchemist with a passion for toxic oozes.
This adventure is designed to introduce new players to the world’s greatest tabletop roleplaying game. The opening scene is set up for unknown characters to meet for the first time. The sandbox “escape room” style format is intended to encourage cooperation, reward curiosity and roleplaying, and give the party enough challenge to be satisfying at its conclusion. While the adventure takes place in the Freelands campaign setting, it can be placed into any existing campaign with a few modifications and name changes. While designed for characters just starting in their adventuring careers, veterans may also enjoy the eclectic mix of encounters and challenges throughout the escape.
Background
Wally Whistletooth Jr. was a typical, unassuming young lad growing up in Summersgate, the secret gnomish city hidden so deep beneath the Motionless Mountains that it borders the Deepshade. Like many young gnomes his age, Wally had a sincere interest in learning the secrets of the unknown through experimentation and invention. Unlike his peers who leaned towards exploring the traditional paths of gnomish artifice (the process of combining the arcane with the mechanical), Wally’s interests were more esoteric. He sought to explore the limits of biological creatures instead—usually by cutting them open, harvesting their parts, and diluting them into alchemical components for potions.
He eagerly performed these experiments in secret for years. Neighborhood pets went missing regularly, yet none suspected the young alchemist living alone with his widower father. That changed the night Wally met a new friend while discarding body remains in the back of an obscure tunnel. While dumping the evidence of his crimes, he came face to face with an acidic ooze feeding on the previous parts the young gnome had left the night before. He watched in fascination as the ooze completely eliminated everything down to the cellular level. Excited at the possibilities the ooze presented, Wally fed it more parts, watching with glee as it dissolved everything down until nothing remained. He decided to bring the newly dubbed “Ollie” back to his small laboratory for further research and never risked using the tunnel for disposal again.
However, Wally grew careless with how much time he spent in the lab and his selection of subjects. It wasn’t long before Wally Sr. eventually discovered his blood-spattered son elbow-deep inside the chest cavity of his most recent victim, dissecting them with a joyful whistle on his smiling lips. The laws forbidding these practices were clear, and every citizen in Summersgate knew the penalty was death. As an Oathkeeper, Wally Sr. was dutybound to take his son into custody and face the Tribunal’s justice. It took him only an instant to realize that he could never treat his son that way, but he hesitated just a fraction too long.
Before he could say a word, Wally Jr. pushed his father into Ollie’s vat, and he watched as the ooze devoured his only living blood relation. Wally packed his family’s valuables and slipped out of the city, leaving his lab and home in flames to destroy any evidence.
The rogue alchemist then took the new name Dr. Jerome Goldmantle (Dr. Jerry to his friends) and settled in the Freelands. He set up a secret laboratory near Summerfall, a newer city built on the bones of an even more ancient settlement the current occupants don’t remember: the original site where the gnomes’ interplanar ship crashed into this world so many centuries ago. As the newly born Dr. Goldmantle, he kidnapped transients to use in his experiments with none the wiser. The alchemist continues his search to expand the powers of his ooze familiar to this day, using his alchemy to pursue a method to augment Ollie.
Dr. Goldmantle’s experiments progressed until he grew too bold and decided to kidnap adventurers. He fell into the vat that same day, merging with Ollie and transforming into an ooze creature trapped inside his own experiment chamber. Unfortunately, the adventurers he kidnapped are still trapped below. They must work through the alchemist’s laboratory, interact with the odd creatures trapped here, decide which potions are useful and dangerous, and figure out how to open the massive vault door blocking the way out.

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 VTT Ready Digital Map Pack
2022-11-19 20:51:18 +0000 UTC
View Post

URSINE WARRIOR
Ursine are bipedal beings that share a distant common ancestor with their more common bear cousins. They stand between 6 and 7 feet tall and weigh between 300 and 400 pounds. Ursine have muscular frames and are covered in thick, shaggy fur in shades of brown, black, and white, depending on their heritage.
Ursine tribes are extraordinarily territorial and live in the furthest corners of the wilderness, as far from civilization as possible. It’s rare to find an Ursine outside of its tribal territory, and if one is in sight, there are others in hiding nearby. They are fiercely loyal to their families and protective of their cubs. Ursine warriors are terrifying berserkers who have inspired many humanoid barbarian clans to emulate their innate battle rage.
Berserker. Ursine can enter a battle rage that increases their Strength and damage for a brief time, making them unstoppable killing machines.
Natural Resistance. Like their more common cousins, Ursine have adapted to their environment and evolved natural resistances based on their heritage.
- d4 Heritage Fur Color Resistance
- 1 Baribal Black Frightened condition
- 2 Grizzly Brown Fire damage
- 3 Panda Black & White Charmed condition
- 4 Polar White Cold damage

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT token
2022-11-08 00:18:19 +0000 UTC
View Post

Wand of Healing Mist
Wand, rare (requires attunement by a spellcaster)
This wand has 4 charges. While holding it, you can use an action to expend a charge to generate a 10-foot radius sphere of healing red mist for 1 minute. Until the effect ends, the mist moves with you, centered on you. You can use a bonus action to cause one creature in the mist (including you) to regain 2d6 hit points. The wand regains 1d3 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Explorer+ Patrons Click HERE to download the Magic Item Card!
2022-11-02 17:08:26 +0000 UTC
View Post
Note: Sorry folks, running a little late on some things from last week as I was dealing with some personal life things! Wrapping it all up this week so a bunch of late content is incoming over the next few days! :)
~ TJ

FROZEN KNIGHT
A frozen knight is an undead warrior that met its demise traveling across frigid glaciers, drowning beneath icy waters, or climbing snow-covered peaks. Its bones have crystalized into solid ice that freezes the air around itself, and its frigid heart burns with the same frozen flame that flickers in its eyes. When a knight freezes to death while pursuing a quest, their anger at failure can trap their soul within the icy prison that was once their body, forming it into a cold-hearted frozen knight.
Chilled Body. A frozen knight’s bones radiate a fierce cold that freezes anyone touching them. Plants wither and shatter from the frost forming after a knight’s passing.
Brutal. Anger fills a frozen knight’s heart, and its ice-covered axes express that rage as it attacks without abandon to destroy the living.
Frigid Gaze. Flickering blue flames for eyes are the windows to a knight’s frozen soul. Its gaze pierces through to grip its target with icy magic, rendering it helpless against the undead knight’s fury.

Explorer+ patrons click HERE to get the full PDF!

Adventurer+ patrons click HERE to get the VTT token!
2022-11-01 20:54:17 +0000 UTC
View Post

MURDER DOLL
Murder dolls are life-sized children’s toys possessed by the twisted spirits of murderers attempting to escape death. The evil soul uses its newly constructed form to continue its killing sprees. They hide among other toys and wait for their chance to strike and take over a living body once more. Because of their diminutive size, they enjoy targeting the weak and easily terrified.
Animated Dolls. A murder doll can remain motionless indefinitely and hide its true nature under the guise of an ordinary children’s toy.
Masters of Fear. The malevolent spirit inhabiting a murder doll feeds on the fear of its victims, and its very presence is enough to strike terror in their hearts.
Undying Souls. The ritual that creates a murder doll protects the evil soul inhabiting it from passing on to the afterlife. Destroying a murder doll doesn’t end its evil; within 24 hours, the soul can inhabit a new doll and kill again.

Explorer+ patrons click HERE to get the full PDF

Adventurer+ patrons click HERE to get the VTT token
2022-10-24 20:29:33 +0000 UTC
View Post