Uncaged
Uncaged, not to be confused with the Planescape splatbook Uncaged: Faces of Sigil, are a quadrilogy of adventure anthologies for Dungeons & Dragons 5th Edition written on the cusp of the early 2020s (the first was launched in 2019), published on the DM's Guild, and marketed as "feminist fantasy"; adventure modules written by female authors where each, quote, "subverts tropes around a female mythological creature or monster".
Regardless of quality, some things stand almost universal amongst these adventures: social interaction will generally pay higher dividends than combat, the focus female monster is not the actual evil you are supposed to fight, and you really don't want to run these for parties that prefer more combat-focused encounters. Oh, and expect lesbians. Seriously, if we listed every single lesbian couple in this anthology, this page would be nearly twice as long.
Volume 1[edit | edit source]
Maid in Waterdeep:
- Synopsis: The party is hired by a former mermaid who wants them to rescue a kidnapped bard and bring justice to the witch who stole that bard's voice.
- Notes: "What if the Little Mermaid was a lesbian and Prince Charming was the villain?" That question sums up this adventure in a nutshell. The party is hired by Lily, a former mermaid but now human thief to rescue the woman bard whom she is in love with from an evil nobleman named Heks Vand, who hired a witch to steal said bard's voice and polymorph Lily into a human girl for revenge because, when the boat he was on was sunk by an unexpected storm, Lily saved the bard and not him.
Cry of the Sea
Notes: The party's official recriter, Mayor Hamish Grindle, is a raging sexist and literally your first encounter at the local tavern for info is a female half-orc fishing captain being harassed by a "weasely" male half-elf captain. The sirens are a matriarchal merfolk community led by the misandrist Queen Aquila, who has been murdering the male population of Canticle Bay for overfishing the local seas. The party can either agree to side with her, which is subtly framed as the "better" choice: Aquila will give you each player a Common Magic Item and the party 500 gp, whereas the mayor will only pay 600 gp, and only half that if you return but leave Aquila alive. It's presumed that if the party tries to fight, they'll end up having to either escape or lose and agree to sacrifice another man in exchange for their freedom. If the party does side with Aquila, the aforementioned half-orc captain will eagerly join with them, whilst the half-elf one will instead try to warn the mayor about what's up.
From the Forest They Fled
- Synopsis: The simple farming village of Ashvale hires the party to investigate why the local animals are suddenly fleeing the nearby woods. It turns out that the culprit is a dryad, who is planning to set a controlled blaze to help the not!eucalpytus trees in the forest germinate their seeds after 50 years without any blazes.
- Notes: The dryad Calyptra is a bit full of herself and reluctant to explain why she's doing what she's doing, which let's face it is pretty normal for a fey.
- New Magic Items: The Summer Fey's Blessing, a Rare Wondrous Item (Amulet) that acts as a Spellcasting focus and grants both Resistance to Fire Damage and Advantage on Charisma checks with the fey.
Lai of the Sea Hag
- Synopsis: Whilst in the port-town of Jute's Landing, the party is caught up in the vengeance of a sea hag for the deaths of her covenmates a century ago.
- Notes: This adventure centers around the idea that a hag can not only be non-evil, but actually a sympathetic victim. The party is pushed to find her sympathetic and want to make a peaceful resolution. This starts a trend that will be repeated throughout these anthologies.
- New Magic Items: Circlet of Courage, a Rare necklace that grants the wearer Immunity to Fear.
The Weeping Woman
- Synopsis: The party are staying in a town that has been deeply unnerved since a broken dam upstream re-routed water back through a long-dried local river. When two small children go missing, the town fears the return of an ancient evil, and they hire the party to investigate the disappearance.
Notes: Based on the Mexican ghost story "La Llorona". It's hinted that the banshee the party is chasing may actually be a victim whose story has been distorted in the passing, and a peaceful resolution is possible, but it's not heavy handed. Actually, this adventure is very well written.
Lost Children, Found Family
- Synopsis: When the children of the Five Cities, a quintent of dying desert communities, go missing, the party is asked to find them. They'll discover the answer lies in the sins of the past.
Notes: The "big bad" of the adventure is a benevolent lamia named Enxi, who led the Five Cities to greatness 500 years ago only to then be driven out because her genius was too radical for the men to accept. Becoming a lamia to survive, she has witnesse the decline of the community she founded and is now "rescuing" the children with plans to found a new city elsewhere once the Five Cities' adult population is dead and she feels satisfied - which she is accelerating by having her jackalwere minions sabotage the irrigation system. She is presented as being the sympathetic figure in this whole mess, despite unapologetically admitting she's hastening the death of the Five Cities, and the "good end" is for the party to make the Five Cities apologize for the wrongs they did to her so she will return to lead them as an undying queen. Even the author admits she is supposed to be "evil, but with a legitimate point".
A Wild Hunt
- Synopsis: A well-meaning monk seeks the party's aid to end a curse in a remote mountain region that saw an entire ranching family wiped out, reputedly at the paws of a nine-taile fox.
Notes: This adventure is based on the Korean folktale "The Fox Sister", except the kumiho is the mother, not the daughter, she ate all of her sons, and somehow she is supposed to be the sympathetic one, as is her daughter, who is deliberately helping her hunt men for their livers. Absolutely no effort is put towards achieving this, you're just told this in the adventure's end notes.
- New Magic Items: Oil of Slipperness (use on self for Freedom of Movement or on ground for Grease, lasts 8 hours), Potion of Animal Friendship (lasts 1 hour), Potion of Fire Breath (launch 3 4d6 fireballs after drinking).
Death's Agents
- Synopsis: An elf prince named Orestes crashes into the party's camp and begs for their protection as he travels to the Temple of the Sun, as he is being hunted by the vengeful furies.
- Notes: An adaptation of the Classical myth of Orestes and the House of Atreus (in short: prince learns his mom took a lover whilst his dad was off at war, then murdered his dad with him when he returned, so he killed mom and her lover for this, then he was driven mad by the furies because he broke the sacred law against kinslaying). If the player gets Orestes to the temple alive, he makes his confession and is told to go on a pilgrimage to atone for kinslaying, whilst the party must serve as agents of the God of Death for a year and a day for interfering with the furies efforts to slay Orestes for kinslaying.
The Tale of Sepha & Ade
- Synopsis: When the high elf noble heiress Lady Sepha Lekore vanishes, her father hires the party to find her. They discover she has secretly fled to the Underdark to be with her lesbian love, the drow noblewoman Lady Ade Parga, and they both want nothing but to be left alone in peace.
- Notes: Intended to be a lesbian homage to the myth of Hades and Persephone.
The Banshee's Tale
- Synopsis: The party is hired by the nobles of House O Cuinn, whose ancestral home of Castle Gealladh has recently become haunted by a banshee that keeps warning all within to "leave or die", to investigate the castle and end the haunting.
- Notes: It turns out that the banshee is actually the spirit of a founding member of House O Cuinn, who is trying to warn her descendants to flee before the demonic pact sworn to Orcus offering the family's souls for prosperity 500 years ago comes due.
Swamped
- Synopsis: The party are hired to investigate why townswomen in the village of Briar Glen are flocking to the local swamp in the dead of night, seemingly entranced.
- Notes: The culprit is a "boo-hag", a hag-like fey who is tied to a swamp in a manner similar to a dryad and her tree. She has ensorcelled the women into her coven to secretly drain the life from their lovers to revitalize the swamp. The boo-hag is presented as being completely in the right, to the point that killing her destroys the town and earns the party the enmity of the coven women, including their warlock leader. The only good ending is negotiating a peace between the boo-hag and the townsfolk.
The Demon's Heart
- Synopsis: The party is apparently hired to investigate a string of disappearances in a small village near a recently-opened ancient barrow, but in reality they are being manipulated by a succubus, who is competeing with her cambion son to discover an ancient relic that can be used to buy their freedom from a Pit Fiend.
- Notes: A simple, straightfoward adventure.
- New Magic Items: The Demon's Heart, a Rare Wonderous Item that lets the bearer use an action to cast Command (Fiends Only) at-will.
Lost Gods
- Synopsis: The dying village of Medeira hires the party to enter the lair of a nearby medusa the locals worship as a god and beg her aid against the drought and pestilence afflicting them for the last six months.
- Notes: It turns out the medusa is no goddess, but nor is she evil; she was cursed into her status and given "worshippers" in one of those ironic curse things, but after a century, the divine curse that made the land fertile has ended and it's reverting to its original inhospitality. She just wants to leave, and the party has to decide if they'll just kill her, abandon her, or help her leave - either way, they'll need to deal with the local yokels.
- New Magic Items: Hero's Shield, a +1 Shield with a reflective surface.
The Secret of Shadow Grove
- Synopsis: The party is hired to locate and return a missing person, last known to be traveling to the small forest town of Anamdael.
- Notes: The central conflict is between a benevolent hag worshipped by the local women for her patronage of abused women and children, and an ambitious, woman-abusing nobleman from nearby Stagmore who wants the hag gone.
Shadows and Talons
- Synopsis: The party are summoned to the half-elf-dominated town of Cragwatch, ostensibly to protect the town from harpy attacks, but in reality to cover up the plan of the Ur-Harpy, Lyra Velatha, to spread the true story of her creation - that she was not transformed into her half-avian shape by her unrequited love for Fenmarel Mestarine, but was forcibly polymorphed by the Seldarine god when she refused to submit to his will.
- Notes: The harpies are purely the good guys here, and the bad guys are the local high priest, who wants to cover up the truth, and a ranger (a woman, no less) who basially provoked the fight.
- New Magic Items: Medallion of the Seldarine, a Common amulet that can grant Advantage on a Persuasion, Performance or Intimidation check against a cleric, paladin or other anointed member of any religious order devoted to the good/neutral Seldarine.
The Guardian of the Forest
- Synopsis: The party is hired to investigate why the mythical Caslan Woods, a place known to be home to portals to the planes, have suddenly begun to molder into a monster-infested swampland.
- Notes: The portals were once guarded by a magical sapient giant snake named Ophion, but when it chose to pass on its position to the benevolent medusa Petra instead of the ambitious Black Dragon Murgyss, the dragon attempted to take the power by force. To restore the forest, the party must help Petra defeat Murgyss.
A Family Reunion
- Synopsis: The party is hired by the monstrous queen Melusine to seek out her monstrous-looking children and bring them to her, alive and well.
- Notes: Inspired by the legend of Melusine, but basically giving it a happier end by having her rescue her inhuman-looking kids rather than letting them be slaughtered by fearful humans. Each of her kids has made a pretty decent living up until this point, so expect to have to appease them before they'll agree to go and see momma dearest.
Maidens of the Weave
- Synopsis: The party is hired by the matriarch of the drow of House Zurden in Menzoberranzan to rescue her daughter. She has actually been recruited by a cult of good-aligned driders who worship Lloth as the sacred guardian of the Weave of Magic and who view their transformation as a blessing. Who also have an internal power struggle on whether or not to exploit their magical powers to destroy their enemies.
- Notes: A decent enough idea dragged down immensely by tying it to the Forgotten Realms, where it literally flies in the face of all canon lore relating to drow, driders, Lolth and Mystra. If you want to run this as-is without being crucified, put it in a homebrew setting.
- New Magic Items: Cloak of Arachnida, a Very Rare magic cloak that grants Resistance to Poison, Spider Climb at wearer's base speed, immunity to webbing, and the ability to cast a double-sized Web spell 1/day.
Apalling Morass
- Synopsis: The party is hired by the rebuilding village of Elmwood to defeat a hag who threatens them, only they are actually being manipulated by a greedy Zhentarim agent.
- Notes: It's another "good guy hag" adventure, to the point that doing he adventure "right" will make hags across Faerun be less hostile towards the party... Oh, and two of the hags are biologically male (one cisgender, the other MtF transgender), despite that being impossible in Forgotten Realms canon.
Heart of the Goddess
Lauma: This forest-dwelling hag was once a kindly old spinster who would take care of children that got lost in the forest or who were orphaned, until the cruelty of men who resented her kindness saw her twisted into a decrepit and half-mad fey crone that kidnaps children (or races she thinks are children, like halflings or young gnomes) to "protect" them.
Calateya's Will
- Synopsis: When a beauty-obsessed necromancer demands that the Goddess of Love grant life to the finest "doll" he has ever produced so he may take her as his wife, the outraged goddess sends her servant to punish him, with the party's help.
- Notes: Inspired by the myth of Pygmalion and his statue, reinterpreting Pygmalion as a mad misogynistic necromancer who uses stolen souls to animate his unholy bone-and-porcelain constructs and receives punishment for his hubris.
Legend of the White Snake
- Synopsis: Upon arriving in the village of West Lake during the annual tea festival, the party discovers the village healer has gone missing, to much confusion and dismay. They are hired to find her.
- Notes: Based on the Chinese Myth of the same name, and in homage to its various reinterpretations the DM can chose which of four characters is the hidden antagonist behind the plot.
Madness of the Valkyries
- Synopsis: Centuries ago, the valkyrie turned against their master, Odin, and the forces of Valhalla fought a bitter war to destroy the maddened spirits. Now the party has been guided by prophecy to seek out and slay the single last surviving valkyrie.
- Notes: That backstory? Total BS. The reality is that Odin was a cruel, petty, jealous, cowardly master who murdered one of his valkyries for bearing a human's child, then had the rest slaughtered when the protested his behavior. Then he spread the story of "The Madness of the Valkyries" to make himself look good. The party's victory is ultimately meaningless either way, because the death of the Last Valkyrie awakens an army of spectral warrior women who storm forth to attack Asgard and slay Odin for his crimes.
Ghastly Grins
- Synopsis: The party arrives at the forest city of Ardara, which is being harassed by a murderous dullahan. Naturally, they are hired to stop the creature.
- Notes: The dullahan is being forced to attack the people against her will by Adara's former mayor, who is angry that he lost the last election to a young woman named Brix.
- New Magic Items: Vorpal Longsword, Legendary Weapon with a +3 bonus to attack and damage rolls, ignores Resistance to Slashing damage, decapitates its target on a natural 20.
- New Monsters: Dullahan.
The Tale of Two Sphinxes
- Synopsis: The party plumbs the depths of a legendary sphinx-guarded dungeon that holds a magical ring whose powers can change the world.
- Notes: The magic ring was originally guarded by two mated sphinxes; the androsphinx Bazymoros and the gynosphinx Asmuzi, but Bazymoros was corrupted by Baphomet and sealed away by Asmuzi. If the party tries to brute-force their way through, Bazymoros will be released and they cannot hope to win the ring; if she livees, Asmuzi deems them unworthy, and if she dies, the vault cannot be opened. The dungeon is themed around the five stages of grief, and Bazymoros is very clearly framed as an abusive spouse.
- New Magic Items: Ring of the Sphinx, Legendary ring that can cast Wish three times and also summon Asmuzi 1/day.
Volume 2[edit | edit source]
The Shortest Night of the Year
- Synopsis: The players are ordinary villagers in the little village of Afonwen, enjoying the Midsummer festivities when two of the local girls accidentally fall afoul of a local fey, the rusalka. In exchange for lifting her curse of slumber, she asks the party to help her retrieve her heart from an abandoned church deep in the forest, without which she lacks the power to do so.
- Notes: A combat-free adventure for 0th level parties.
- New Monsters: Rusalka (Fey version)
Dangerous Waters
- Synopsis: The small village of Jaromir is being plagued by mysterious disappearances, adn the party are hired to investigate. It turns out the culprit is a rusalka of the "vengeful ghost" variety, created when the mayor's son murdered his fiance.
- Notes: You can solve this one with either violence or by appealing to the rusalka's memories of her human life.
- New Monsters: Rusalka (Undead version)
Rites of Passage
- Synopsis: The party are guests at the goliath Silvertop Mountain Clan's autumn Festival of the Hunt when a young huntress is slain by a lamia who inhabits a local cave. The party are promptly hired to dispatch her for this crime.
- Notes: It turns out the lamia is actually a goliath outcast who was cursed by the elders when she protested her exile. The seemingly slain huntress is the latest of several village oddballs who have faked their deaths and come under the lamia's protection. The party can either kill them all, fake the lamia's death (and optionally break her curse in the process), or attempt to convince the goliaths and their outcasts to reunify.
- New Magic Item: Staff of the Python, Uncommon Quarterstaff, only usable by Cleric, Druid or Warlock. Can transform from a staff into a giant constrictor snake and back; if the snake is killed, the staff is destroyed, but turning it back to a staff fully heals the snake.
Touch of Winter
- Synopsis: The party's travels bring them to a small village with a dark secret; they bribe the goddess of death and winter to give them gentle winters by drowning a woman in the river every 10 years. Now one of their sacrifices has returned as a rusalka, who wants to protect her last living relative.
- Notes: Nothing of note here. This is a straightforward "twist" adventure for low-level players.
The Pollution of Conatha
- Synopsis: The party is hired by Mare Vincent, the defenders of the underwater city of Conatha, to travel to an abandoned biodome inhabited by a sea hag and rescue the last survivor of a previous expedition by Mare Vincent.
- Notes: The worldbuilding in this adventure is terrible in how nonexistent it is, with no real effort made to explain what the heck is going on beyond "you're getting in the sub and going down to fight your way through a sea hag's sunken biodome lair". Also, one of your allies is a "young, goofy, smart" good-aligned illithid. You know, the brain-sucking monsters that regard all other life as literally cattle?
Tangled Braids
- Synopsis: When a spirit starts attacking the people of the town of Kiln, the party are hired to defeat the monster before somebody gets hurt.
- Notes: The banshee responsible is the vengeful spirit of an elf named Aela, who was murdered on her wedding day by the racist, homophobic town leader Toalf, who wants her destroyed before she can reveal his involvement in her death.
- New Magic Items: Bruden's Braid, Rare Trinket, can cast Wish once and is then consumed.
The Locrian Way
- Synopsis: After crashing their ship on the remote island of Locria in the Calquean Sea, the party ends up caught in a war between the two native peoples; a choir of sirens and a tribe of lizardfolk.
- Notes: The lizardfolk are being secretly manipulated by several doppelgangers. The party can either side with one tribe to destroy the other, convince them to live in peace, or persuade the sirens to leave on their ship in search of a new home.
- New Magic Items: Locrian Oak Leaf (wearer can reroll a failed save vs. Charm once), Shelled Locrian Necklace (wearer can hold their breath for an extra 15 minutes).
Permanent Collection
- Synopsis: An elf noble named Caracticus Swordstar ires the party to retrieve a precious family heirloom musicbox that was stolen from him by zombies, which leads them to the haunted castle of his ancestors, the Shandorels, who were transformed into undead through the foolish misuse of a mythal.
- Notes: The unintended mastermind behind the theft is the banshee of Giltred Shandorel, Caracticus' great-great-grandaunt on his great-great-great-great-grandmother Pyntris' side. She warned her grandfather, Pyntris' brother Sylpetor, against his plan to use the mythal, and has decided to turn their home into a museum, and Caracticus' heirloom is the perfect centerpiece. She is willing to strike deals, such as to hire them to become curators and collectors for her new museum or to force her grandfather's specter to make a replica of the music box to give to her descendant in the original's place. Or they can just destroy her, but it's a tough fight.
All's Fair
- Synopsis: Having arived at the small but strongly held frontier outpost of Fort Selsmire, the party has been hired as reinforcements by Knight Captain Lady Selyse Blackwall, who is going quite, quite mad.
- Notes: The source of Selyse's madness is a local succubus named Inala, a devoted priestess of the Red Knight (a Forgotten Realms demigoddess of strategy). Having spent centuries living peacefully in the forest, having originally belonged to a now-dead order of the Red Knight's devotees whose tombs she guards, she resents the intrusions of Selyse's patrols and is gaslighting her in revenge, self-righteously considering herself the wronged party in everything.
Love's Sorrow
- Synopsis: When two newlyweds are slain on their wedding night at von Helter Manor, seemingly by the legendary ghost known as the Red Lady, the party must investigate.
- Notes: The Red Lady exists; she is the ghost of Lord Luca von Helter's wife, whom he murdered when she grew sick of his adultery and planned to run away with her true love, Luca's estranged sister Lyra. He then bound Elise's ghost to his service and used her to murder various women whom he had affairs with once he grew tired of them or they proved too stubborn in their refusals. If the party reveals Luca's status as the true murderer, Lyra is then able to resurrect Elise and the two women live happily ever after.
- New Magic Items: Sword of Betrayal, Uncommon Magic Rapier that automatically Crits when used to attack a Charmed creature.
Verdant Corruption
- Synopsis: The party arrives at the Donkey's Respite, a roadside inn whose owner has offered a sizable reward to any who can slay a strange creature that has been preying on merchants using the local roads.
- Notes: A straightforward hack-n-slash adventure with some horror themes; shortly after starting play, another adventure arrives, succumbing to a cursed ring he foolishly put on during his last dungeon delve. He wanders out in the night and dies, becoming a heart of corruption that starts corrupting the local dryads and animals into bloodthirsty monsters, which the party must exterminate.
- New Magic Items: The Rot Mother's Promise, Cursed Legendary Ring. Grants the bearer +1 AC, +1 to saving throws, can cast Chill Touch at will, and spend charges (5 total, recharge each dawn) to cast Charm Person (1) or Blight (2). However, each dawn whilst wearing the ring you must pass a DC 16 Constitution save or gain 1 level of uncurable Exhaustion; if you die whilst wearing the ring, you become a Heart of Corruption. Casting Remove Curse on The Rot Mother's Power transforms it into a standard Ring of Protection.
The Scales of Melusine
- Synopsis: King Elynas of the city-state of Guerino hires the party to investigate the hidden grotto of Melusine in the Mistfall Mountain and put an end to the corruption contaminating the city-state's water supply.
- Notes: King Elynas is the true source of the contamination, having poisoned Melusine's water out of petty spite because he didn't like the prophecy she gave him... which, ironically, he has basically helped fulfil by poisoning her and thus devastating the city, proving himself unfit to rule.
Our Fair Maidens
- Synopsis: A retired constable named Vasili sends a letter to the party asking them to come to the village of Degorod to investigate a mysterious death that has occurred during the leadup to the 30th Annual Festival of Health & Harvest.
- Notes: It turns out that it is Rusalka Week, a tenday period that occurs once every fifty years when rusalki are permitted to leave their haunts and avenge their deaths. The dead man was slain for his role in creating a rusalka, and he is only the first in the village.
- New Monster: Rusalka (Monstrosity version)
A Raw Reprisal
- Synopsis: When the party are summoned to the village of Bellmare during the Summer Solstice, which is being plagued by deadly snowfalls after they killed a nearby bhuer hag, her daughter seems the obvious target. But instead, she is actually trying to protect the village, as her sister has been reborn as a slithering tracker and is out for revenge.
- Notes: Nothing worth commenting here taht the synopsis doesn't reveal.
- New Monsters: Bhuer Slithering Tracker
The Red Wolf
- Synopsis: The party is summoned to the village of Bad an Fithich to hutn down a giant, red-furred wolf that has been terrorizing it at night. But the ominous form of a banshee may conceal valuable knowledge if they will but listen.
- Notes: The red wolf is a fey curse made manifest, courtesy of the Morrigan. Unless the party seeks out the banshee and asks for her advice, which will lead them to the hidden items needed to make it vulnerable, the red wolf is invincible and the DM is told to have the Red Wolf and kill the players all off, stopping only to describe the Morrigan appearing to mock the last survivor for refusing to look for advice before she runs them through.
- New Monsters: The Red Wolf
Winding Paths
- Synopsis: Whilst traveling through a forest, the party inadvertently stumbles into the territory of a trio of mischievious lilitu.
- Notes: The party can either amuse the lilitu by answering their riddle games, try to run away, or kill them all.
- New Monsters: Lilitu, Oak Tree Mimic
Tooth and Fin
- Synopsis: In the seaside town of Atir'at, the queen of the merfolk cit of Ascalonia approaches the party and begs them to rescue a clutch of unhatched merfolk eggs from a band of sahuagin.
- Notes: Rather than just use one of D&D's many existing fish-folk races like the Locathah, the merfolk in this adventure are based on the Phoenician ocean goddess Atir'at, and so resemble giant fish with human heads and arms.
- New Magic Items: Ring of the Merfolk, Very Rare magic ring that grants the wearer Swim Speed equal to Base Speed, Waterbreathing and comprehension of Aquan whilst worn.
Serpent's Tooth
- Synopsis: The party is hired by a local lord to investigate an abandoned hunting lodge that was closed after a series of tragic accidents. In doing so, they discover a medusa who is running an exotic creature smuggling ring, ever since her domineering warlock mother inadvertently turned her into a medusa.
- Notes: It's the warlock who's the bad girl here, the medusa is perfectly practical and reasonable, and is more than willing to work with the lord if he does want to reopen the lodge.
- New Magic Items: Wand of Stone-to-Flesh
A Queen's Revenge
- Synopsis: When King Eriklius Tarsus of Dreopkopia betrays his ally, the Amazon Queen Anea Petralia of neighbroing Pregara, she prays to the goddess Nyx for revenge and is turned into a medusa. After she kidnaps King Tarsus' most loyal general, Euclatis, the king hires the party to rescue him and either kill or drive away Anea.
- Notes: Straightforward, save for the twist that Euclatis and Anea are in love and she has become a medusa. The party can either stay loyal to the clearly unhinged King Tarsus, switch sides, or just get leave the whole mess behind them.
Beneath the Maelstrom
- Synopsis: Whilst sailing, the party becomes stranded in a ruined underwater palce, where they discover the true story behind the infamous sea monster, Scylla.
- Notes: Scylla is a nymph who uses a magical potion to voluntarily and temporarily assume a hydra-like form. Having originally done so to scare off an unwanted suitor, she now uses it to sink ships and send their crews to their deaths in the whirlpool near her residence so as to preserve her isolation. She is still supposed to be a sympathetic figure who you will want to negotiate with and agree to keep the secrets of despite this willingness to casually murder innocent travelers.
Outfitted with Artifice
- Synopsis: In the city of Krylo, the party is hired by the tailor Pero Toporov to recover a magical cloak he crafted from the healing feathers of the Firebird for the city's cruel, selfish leader, Baron Yuri.
- Notes: Straightforward infiltration mission.
The Spoils of War
- Synopsis: In the war-torn city of Voynagrad, the party are hired by Burgomaster Koschie to hunt down former army commander Vasilisa, who is supposedly leading a coven of witches that seek to resummon the demon armies that laid waste to Voynagrad years ago.
- Notes: The reality is that the b urgomaster is the evil one, being a disguised cambion, and Vasilisa is training a new regiment of female soldiers in order to oust him before he can reopen the fiendish portal.
Death Don't Do Us Part
- Synopsis: At the Black Rose tavern, nobleman Pearce Moreway hires the party to slay a Death Knight called the Iron Maiden who has been killing members of the Moreway family.
- Notes: The Death Knight is actually the undead remains of a Paladin of Tyr named Deirdre Colehart, who was murdered by the Moreway patriarch, Lord Euros Moreway, after discovering his family were Loviatar worshippers.
- New Magic Items: Tyr's Hand, Very Rare +2 Longsword that does +1d8 Radiant damage on a natural 20.
Malus Domestica
- Synopsis: The town of Bounty asks for the party's help to uncover a serial killer plaguing their streets.
- Notes: The serial killer is a dryad who has been corrupted by her wrath, her long discontent with being treated as merely a sexual fantasy having boiled into hatred when she was sexually assaulted by the mayor's son. The party can either kill her, let her murder the man who assaulted her, or, for the best ending, convince her to forgive him, which is the only thing that will heal her.
- New Monsters: Malus, Corrupted Dryad
Quest for the Muse's Wreath
- Synopsis: The annual Trial of the Wreath, where the boldest struggle to impress one of the Nine Muses through deadly trials and receive an enchanted wreath that will grant the bearer a Wish, is being held. The party has come to the city of Sevomai and chooses to partake in the Trial in name of Ourania, Muse of Astronomy.
- Notes: Don't try cheating in this trial. But then, what DM would let the party run through an adventure where, if they win, each surviving player gets 1 Wish?
Volume 3[edit | edit source]
The Night Watch
- Synopsis: Whilst stopping at the Maul & Mead Tavern in the small village of Vaxla, the party overhears talk of monsters who have recently assaulted a member of the local guards, the Night Watch. Naturally, they are hired to pad out the ranks and find the monsters.
- Notes: The "monsters" are a lesbian couple; a dryad named Jega and a harpy named Sila. They're innocent victims, as the injured Night Watch member sought to capture Jega and sell her to an unscrupulous local merchant. Primarily, this is a social adventure, not a beat 'em up.
Cherry Blossoms and Black Feathers
- Synopsis: As they travel through the woods, the party stumbles across a corpse laying at the foot of a flowering cherry tree, from which emerges a dryad who claims that this is the latest victim of a pair of harpies who live in the cliffs above. She begs them to remove the monsters and promises magical favors.
- Notes: The dryad is actually the evil one here, trying to use black magic to undo the magical bond that keeps her constrained to the presence of her cherry tree. The harpies are innocent victims she uses her powers to force to do her bidding, largely luring humans to her side so she can perform murderous experiments on them.
The Brewster's Daughter
- Synopsis: The party arrives in the town of Konigsthron for the beer festival known as Lord Gaffer's Cup. When the head of the Black Hat Brewery (an alewife-exclusive brewing company), a now-aged druidess named Gwenna, is arrested on suspicion of witchcraft, the prty must clear her name.
- Notes: The true mastermind is the Abbot of the Grey Cloister, who has been corrupted by a demon that he and Gwenna defeated and sealed away many years ago. He is slandering her as part of a scheme to free the demon.
Keen Misunderstanding
- Synopsis: In the small town of Crainsol, the party are recruited by the local church for help dealing with a plague of spectres, as well as the banshee that they believe is responsible.
- Notes: Spoiler alert; the banshee is innocent of any wrongdoing (are you surprised, at this point?) and in fact she is a fey being bound by an ancient pact from when Crainsol was founded to guide the spirits of the departed to the afterlife. The best ending is, of course, to unearth the truth about the banshee.
- New Monsters: Banshee (Neutral Good Fey)
The Necromancer's Brother
- Synopsis: In their travels, the party stumbles upon the isolated town of Levinbolt, which is full of fear from rumors that the Alabaster Mansion is being haunted by a banshee that may be connected to the mysterious half-elf necromancer twins, Henriette and Julian, who once lived there. Of course, the party is recruited to investigate the apparent haunting.
- Notes: It turns out there were never twin siblings, but one FtM transsexual half-elf. Born Henriette, he used magic and surgery to recreate himself into Julian, but by doing so, he angered the fey gods by "wasting her beauty" and was placed under a wasting curse that ultimately turned him into the banshee now haunting his mansion. The party can either risk their lives to destroy the spirit and send it to whatever fate awaits it, or they can complete the ritual Julian invented and cure him of his bansheehood.
Waters Shallow, Roots Deep
- Synopsis: Stumbling across the small town of Rootstock, the party is invited to take part in the twice-yearly Festival of Blessings. Hidden beneath Rootstock is the lair of a dryad who guards a lich phylactery, having sacrificed her humanity as part of a bargain to save her village after it overhunted itself into famine. Now the lich siphons off portions of the souls of the populace during the Festival of Blessings to sustain itself.
- Notes: The problem with this adventure is, in a nutshell: it's boring. There is no real reason as written to bother hunting the dryad down unless the party had already defeated the lich and was tracking its phylactery; it just presumes the party will partake in the festival, then randomly decide to open a door that leads to the dryad's not-so-hidden lair.
The Haunting of Coldwood Manor
- Synopsis: When the spectral dead begin rising on the grounds of Coldwood Manor, Lord Cunningham seeks to hire enterprising adventurers to take care of the problem before his wife succumbs to an illness they are aggravating.
- Notes: Lord Cunningham is actually a vampire pulling the old "marry a woman to gain an easy victim" gambit, and the ghosts are actually the spirits of his previous victims trying to save his latest wife from death between his teeth.
Seven Tears by the Sea
- Synopsis: Mayor Paden Stornlock of the coastal community of Briebhig calls for adventurers to help solve the mysterious affliction plaguing his wife, as well as the curse that is ruining the town's economy.
- Notes: Stornlock's misery is all his own fault; unsustainable fishing practices have ravaged the ecosystem, and his selkie wife is dying because he is refusing to let her return to the sea, spiting the terms he agreed to when he struck a bargain with a hag so many years ago.
- New Monsters: Bone-Sailor (pirate skeleton), Flotsman (scarecrow-like constructs made of flotsam and used as warning dummies), Jetsam Golem
Lamias, Tigers, and Weres, Oh My!
- Synopsis: The town of Athelney has been overrun by displacer beast kittens and sabertooth tiger cubs wearing cute little bows, all bearing notes that challenge brave adventurers to come to Spellburned Tower. Those who respond will find they have answered the summons of the weretiger Jacklyn Hyde and her lamia wife Morga Fae, whose human daughter Gretzel has turned herself into a banshee after a failed attempt to become a lich. Now they need adventurers to defeat the monster Gretzel has become before she can steal enough souls to complete her transformation.
- Notes: Despite the rather goofy elements, this is intended to be a straightforward adventure.
On These Cursed Wings
- Synopsis: The party stumbles across a clan of harpies who have become fixated with the idea of abducting wizards to try and cure the curse that created them. They've bitten off more than they can chew with their latest victim, however, who intends to kill them all and steal their eggs before they lose their lucidity and kill him.
- Notes: This adventure is trying to go for moral ambiguity, but it's not doing a very good job.
Reclaim
- Synopsis: When a Red Dragon in disguise infiltrates the village of Meijin, its Yuki-Onna guardian reaches out to the party for help in unearthing the deceitful dragon before it can turn the people of Meijin against their protector, the only force keeping them from being annihilated by blizzards and avalanches.
- Notes: It's possible to bargain with the Red Dragon, but she's young, stupid and defiant, so it's accepted the party will end up killing her.
- New Magic Items: Winter's Wand, a Rare 7-charged wand that can cast Ice Knife at a cost of 1 charge (spending more charges when casting amps up the spell level by +1 per charge).
The Hunt for the Queen-Serpent
- Synopsis: When Shahmaran, Queen of Snakes, offers to make Princess Parisa of Tarsos her heir, she has no idea that she is playing right into the hands of the corrupt and power-hungry Vizier of Tarsos, Reza. The party is hired initially to hunt Shahmaran down, ostensibly to cure the grief-sickened Sultan of Tarsos, Jumalee, but the fate of Tarsos depends on them seeing through the vizier's deception, for if Shahmaran is slain, the half-serpent maran she rules over will seek a bloody revenge.
- Notes: Getting the good ending for this adventure requires players who are not bloodthirsty murderhobos, but that's something of a running theme in these anthologies.
- New Monsters: Maran
Lolth's Punishment
- Synopsis: When the remote, peaceful mountain mining village of Baumsville comes under siege by a fearsome yochlol, the party is recruited to save them.
- Notes: Complicating matters is the presence of a renegade drow priestess named Xune; the yochlol was originally her lesbian lover, Nasra, who was punished for her devotion to Xune by being transformed into a demon. Xune asks the party to retrieve a relic sacred to Vhaeraun she can use as part of a ritual to restore her lover.
Draconis Argonautica
- Synopsis: In this riff on the story of Jason and the Argonauts, the party are hired by Colchia, the Red Half-Dragon and her wife the demigoddess Atalanta to recover the Golden Fleece that Jason and his bullyboy crew stole from them.
- Notes: The party will be rewarded better for keeping the casualties and damage to a minimum whilst sneaking aboard the Argo.
It's All In Your Head
- Synopsis: When bodies start turning up in the harsh, rough-and-tumble coastal fishing/mining village of Fellbrae, the party are the only ones who can discover the cause.
- Notes: It turns out the cause is the magistrate's daughter, a Nukekubi who has been unconsciously pursuing those whom she knew were criminals but who were able to manipulate the law to escape justice.
- New Monsters: Nukekubi
A Storm of Wishes
- Synopsis: The party is approached by a blind medusa priestess from the long concealed island of Stonesea, who begs for their aid in rescuing her kinsfolk, who have been turned to stone by the vengeful elemental servitor of a tempestuous storm god (Poseidon by default, but Talos is suggested for Forgotten Realms games).
- Notes: The servitor, Pelagios, is actually no happier about having been trapped in the long-abandoned shrine than the medusas were to find him there, and once weakened enough to calm down, will voluntarily surrender if the party agrees to banish him rather than kill him.
Three Heads Are Better Than One
- Synopsis: WHen the Mother of All Monsters Circus comes to the village of Dragon's Breath, it should be fun for all. Unfortunately, somebody is causing problems, causing the ringmaster Echidna to recruit the players to investigate the situation.
- Notes: Try to get your players to understand when the fight breaks out that Echidna will be very unhappy with them killing any of the exhibits runamuck. Time to break out the non-lethal tactics!
The Serpent and the Sea
- Synopsis: When the party steels a sacred relic belonging to a sea god, they are nearly sunken by a storm raised in divine wrath. They are rescued by a ship crewed by naga from the island they just raided, who attempt to persuade the party to peacefully return what they took, lest their patron grow even angrier.
- Notes: You can probably figure it out from the synopsis, but being polite and respectful to the naga will pay out for the party in the long run. Restrain your murderhobos, or better yet, don't run this one for them.
- New Magic Items: Dav-Vasuki (+2 Sword, can cast Control Water 1/day) and Vestments of the Naga Guardian (+1 Hide Armor, grants a 30ft swim speed/doubles existing swim speed and increases breath hold duration by +2 minutes)
The Tale of the Sphinx
- Synopsis: The gynosphinx Alephandrielat prefers to deage those who come to rob her lair in Porfindel's Tomb and then "raise them right" as opposed to killing them should they refuse to leave. When this backfires and one of her "foundlings" seeks revenge for her stolen life, the pacifistic sphinx recruits the party to help.
- Notes: Although it's going for moral ambiguity, the sympathy is clearly on the side of the sphinx.
The Fall of Pygmalion
- Synopsis: The party is summoned to the ancient ruined city of Pygmalion by a medusa named Galatea, who seeks their help in getting revenge on the one responsible for the downfall of the city and offers them the lost treasure of Pygmalion in exchange for their help.
- Notes: Compared to some of these adventures, this is a standard dungeon-crawler.
Call of a Mother
- Synopsis: When the hospice of Mother's Hope is destroyed, it inadvertently releases the long-sealed evil of Nyari, the first penanggalan, and it's up to the party to stop her.
- Notes: One of the rare adventures in this series where it's a woman who fucks things up, as Nyari is released when a female mercenary commander has Mother's Hope burned down out of a mixture of paranoia and grief.
- New Monsters: Penanggalan
Something This Way Slithers
- Synopsis: When the peaceful village of Jalambad once more becomes a battleground between two warring sisters who have been touched by otherworldly powers their whole lives, it's up the party to solve things.
- Notes: Whilst the adventure includes some acknowledgement for both paths, really, what savvy party in their right mind would side with an erinyes over a naga?
Whatever It's Worth
Scales of Truth
- Synopsis: The party is recruited by an archaeologist who is seeking a fabled shrine hidden within the jungles of Numot. In fact, he is unwittingly a pawn for a trio of medusa sisters who are desperate to get their hands on a sacred relic within the shrine, even if this means killing the nagas who guard it.
- Notes: So long as your party isn't too murderhoboy, you'll probably clear this adventure successfully.
- NEw Magic Items: Tome of Understanding, Very Rare Wonderous Item, if you spend 48 hours over a 6-day period studying the book, your current and maximum Wisdom increases by +2. The Tome then loses its power for 100 years.
Demon Block Party
- Synopsis: It's a lesson far too many wizards forget: demon summoning shouldn't be treated casually. When the foolish wizard of Wolfwater forgets that lesson, his summoned demons kill him, and then decide to throw a riotous party with the ultimate plan of destroying his fortress and thus extinguishing the bindings imprisoning them within. After days of non-stop raucousness, the town is going mad, and the mayor hires the party to... uh... tell the demons to please tone down the noise. Luckily for them, the wizard's bindings include a Forbearance effect, so the risk of permadeath keeps them relatively civil. So they're willing to just bugger off back to the Abyss if the party helps them first...
Volume 4[edit | edit source]
A Clawed Bargain
- Synopsis: When the party answers the call of the village of Leayfen to investigate a mysterious plague, they find a community divided; some blame a hag's work, others say it is the wrath of a healer unjustly punished after the sudden death of the province govenor's wife.
- Notes: The hag and the healer are actually one and the same and, of course, she's innocent of causing the governor's wife's death, though the plague is her doing as her revenge on the townsfolk for their lack of gratitude. Ironically, the big bad is actually the mayor's sister, whilst the (male) mayor is honorable, reasonable and a generally decent person.
The Miracle Cure
- Synopsis: When the party goes in search for the miracle cure for the scabbing plague that is wreaking havoc in Hu Biang, they discover the hero who went before them has been replaced by an imposter.
- Notes: The doppelganger means no harm, but simply wants to live a human life, especially if that means it can have the love of the village healer it has always admired.
A Deadly Dance
- Synopsis: When a spree of "unfortunate accidents" befalls the women of Nordfalia's Court, the party are summoned to root out the killer before they can spoil the Annual Royal Ball.
- Notes: This adventure revolves around a simple twist; the party unearths a conspiracy of doppelgangers to embezzle money from the court, but they are actually the victims of the real villain, a misogynistic serial killer whose bloodlust has been further enflamed by discovery of the monsters hiding in women's forms that have infiltrated the court. Remember: the doppelgangers are supposed to be both sympathetic and "the good guys" in this scenario.
The Blood-Stained Sweet Tooth
- Synopsis: In a secluded, rainy land ruled over by Baron von Ewanne, children are being stolen by an evil hag, and the party are summoned to put an end to her evil, even though the villagers of the forest tell very different stories of the witch in the woods...
- Notes: In a twist that should be absolutely no surprise to you by this point, the hag is benevolent and innocent; the baron is using her as a scapegoat to hdie the fact he is stealing the children to use as Blood Magic sacrifices.
- New Magic Items: Icon of Gore, Rare Wonderous Item, as a bonus action you can activate this magic item by embedding it in your flesh, sacrificing 25% of your current HP and taking 2d4 damage per turn it's active. Whilst it's active, you gain Advantage on attack rolls and do +3d6 bonus damage.
Mathar's Tears
- Synopsis: The party stumbles across the woodland village of Mathar, whose children are succumbing to a mysterios sleeping sickness that the locals are blaming on a banshee. Naturally, they turn to the party for help.
- Notes: The banshee is an innocent victim (surprise, suprise) who has been bound by a famiily called the Loclans, who are forcing her to drain the life from the other children to sustain their own ailing son. Obviously, this means you need to free the banshee to get the best ending.
- New Magic Items: Circle of Telepathy (grants Telepathy 1000ft radius), Banshee Tear (if the bearer kills a creature, gains 1 charge, can hold a maximum of 1 charge, if the bearer drops to 0 HP, the charge is expended and they are healed to 1d4 HP)
Of Werewolves and Birthday Parties
- Synopsis: The party is recruited by a most unusual monster hunter to help her track down a werewolf. She is, in fact, a werewolf herself and wants to teach the new lycanthrope how to control its bestial instincts before it ends up dead at the hands of a mob.
The Divine Order of Things
- Synopsis: In the logging town of Oarsberg, the reeve's daughter, Octavia, has gone missing for a week, and her mother is determined to find her, which leads to her hiring the party to investigate the region of the woods where the townsfolk won't go to seek out her missing child.
- Notes: Yet another "good girl hag" adventure, this time with the local priest being the hidden corrupt villain, specifically running the orphanage with physical and verbal abuse.
Tell Me What You Know About the Knight Errors
- Synopsis: When the enchanted eye of of a night hag barkeep with a most unusual tavern is stolen, she recruits the players to find it before she loses her temper and does something she'll regret.
- Notes: The one who stole the hag's eye was her own mother, though not for any evil purpose. The most evil individual in this adventure is a would-be seer who wants the hag's eye for herself.
Paradise Remade
- Synopsis: THe village of Elderlen hires the party to recover its missing priestess before an ancient compact that protects their land from famine and drought is broken.
- Notes: The priestess ran away because her role is more of a living sacrifice than a holy woman, forced to live a life of chastity, poverty, ascetism and charity that she didn't want. Her people deciding to use their magically-guaranteed good fortune to conquer their impoverished neighbors was the last straw. The player can either take her back or help her escape.
Oceans of Stone
- Synopsis: A young woman cursed into the form of a medusa for winning the heart of a woman desired by a cruel priest of a sea god (Umberlee, by default) begs the party to help her in recovering said woman, accidentally petrified during her initial transformation, from her tormentor.
- Notes: Straightforward "invade the temple of the evil god" scenario.
Dangerous Dealings With Dryads
- Synopsis: When a malign corruption begins sweeping through the fey of the Oakshire Timberlands, the party are called upon to put an end to the evil.
- Notes: Remarkably small in scope for what its synopsis offers; the party never does get to the root of what is actually causing the corruption. They just get asked by a fey enclave to save one corrupted dryad.
The Village that Wept
- Synopsis: As the party travels through a land that is being conquered by an invading army, they stumble across a village mysteriously devoid of any indigenous occupants, where the colonist settlers live in fear of the river, claiming it is home to a curse.
- Notes: Based on the Mexican legend of La Llorona, this adventure is recommended as being set in a region in your setting with a "Mexican" aesthetic. The La Llorono is the vengeful spirit of the native chieftain who married the invader captain who now rules this village; she offered herself to him to save her people, but when rumors began to spread that her people were inspiring rebellion, the captain had every native except her killed. She then drowned his children in vengeance, for which he killed her. She has haunted the village ever since, trying to murder all of the invader-born children here. The party can either help her kill all of the colonists, convince her to just kill her former husband, or kill her - and just in case you were forgetting who was writing this book, killing her will result in the player who struck the death blow being cursed.
Dragon Reborn
- Synopsis: The governess of Ipridias, Lady Cupriom, summons the party to rid the area of a menace called the Silver Serpents, who she accuses of making attempts on her life.
- Notes: The dragonborn Lady Cupriom is actually the evil half of the soul of a Bronze Dragon, which was split into two vessel-bounded phylacteries by a coven of hags. The Silver Serpents are actually the agents of the good half-soul, which was incarnated in the form of a medusa, and they merely want to protect their mistress from Lady Cupriom, who is obsessed with murdering her counterpart in the belief that this will make her whole. The medusa will try to recruit the party to aid her instead, obviously, which naturally will lead to the good ending, where the two soul-halves are rejoined and retake their original draconic form.
The Lying, the Lich and the Warzone
- Synopsis: The party stumbles across the lair of a lich named Azaelia, which is being beseiged by the Knights of the Shining Way, a martial order which wants revenge against the lich for her killing their patron, an obscure, long-dead demigod named Gjorve.
- Notes: Azaelia is the victim in this scenario; Gjorve was obsessed with her, and ultimately tried to murder her when she rejected him, but a "darker power" intervened and allowed her to survive by becoming a lich, who promptly slew her assailant and then withdrew to the abandoned dwarven outpost where she is now under seige. Gjorve's followers are, of course, portrayed as petty, cruel misogynists who refuse to consider Azaelia as anything other than a liar.
- New Magic Items: Lichfire Pendant (can cast Firebolt and grant Advantage to Arcana, History, Medicine or Nature checks for charges), Fist of Gjorve (+1 AC when wearing light armor, spend charges to add Radiant damage to attacks, cast Guiding Bolt or COmmune with a male diety; cursed to grant Disadvantrage on Charisma checks vs. women)
Cursed Hearts
- Synopsis: When the party comes to the town of Nayyor, they find the locals restless and uneasy, with suspicious eyes falling on their governors; the founding family known as the Bayani. Rumors of marriage, monsters and murder linger on the street. And all the while, as the Bayani attempt to defuse the tension, one of their own secretly fans the flames.
- Notes: A social/investigation adventure with a non-linear design. Great for roleplayer parties, terrible for adrenaline lovers. The basic plot is that the Bayani women suffer a curse that leaves them as "mandurugo" (sort of a were-vampire), and whilst they have long been content to use magical talismans to suppress the curse, the govenor's sister has decided she wants to control and ultimately undo the curse, and is willign to sacrifice the lives of the townspeople and even her own sister and neice to achieve her wishes. Yes, this is an adventure where the bad guy is a woman!
- New Monsters: Mandurugo, Maharlika (the "Vampire Spawn" to the Mandurugo's "Vampire")
A Riddle in Time
- Synopsis: A pensive gynosphinx uses her chronomancy abilities to hold conversations with three of her past selves in order to unravel the answer to an important riddle, which will decide in the eyes of a god as to whether she has learned wisdom or folly.
- Notes: The party takes the role of each of the gynosphinx's four temporal incarnations and plays through a series of story-based encounters representing four notable points from her memory.
The Uncaged Class[edit | edit source]
A new full-fledged class included in Uncaged #IV, the Uncaged is described as someone who has somehow removed themselves from the normal bindings of fate and destiny after struggling to defy their appointed role as a dweller on the fringes of the voiceless masses. Somehow granted independence from their destined role as one of the powerless, the Uncaged seek to champion the common folk, give voice to the voiceless, and battle oppression and prejudice in all its various forms.
At its core, the Uncaged is an almost Paladin-esque "warrior with a mystical meta-gimmick", which in their case is the ability to temporarily break the bonds of fate to augment themselves and allies in various ways.
The Uncaged has three subclasses, or "Destinies" as they call them:
- The Bulwark specializes in physically defending their allies.
- The Liberator specializes in defeating foes quickly and decisively.
- The Orator is a bard-lite, with limited spellcasting and bolstering abilities.
Character Races[edit | edit source]
Lorelei: A race of androgynous fey born from the elemental mingling of earth and stone, famous for their beauty and their supernaturally alluring voices. They spring from rocky riverbanks and headwaters, and are fiercely protective of nature (but that's nothing odd for fey). Adventurers are rare, and often struggle with adapting to civilization, not helped by the fact that lorelei can be, well, rather ditzy. They can live up to 750 years.
- Ability Score Increase: +2 Charisma, +1 Constitution
- Size: Medium
- Speed: 30ft, Swim 30ft
- Amphibious: You can Breathe both air and water.
- Control Earth and Water: You can cast Create or Destroy Water 1/day, Meld Into Stone 1/day from 3rd level, and Control Water 1/day from 5th level. All use Charisma for spellcasting ability score.
- Emissary of the River: You can communicate with aquatic creatures, as per Speak With Animals.
- Golden Song: Once per long rest, you can sing a golden song as an action (and keep singing each turn as a bonus action), which forces all Humanoids and Giants within the area of effect to pass a Wisdom save (DC 8 + your Charisma bonus + your Proficiency bonus) or be Charmed; creatures charmed by the golden song will move to be within 5ft of you, but can retake their save if their movement would bring them through dangerous terrain. A creature that saves vs. your Golden Song is immune to it for 24 hours. Default area of effect is 30ft, but it increases at levels 5, 10, 15 and 20 to 60ft, 120ft, 240ft and finally 500ft respectively.
Ravnican [[[Medusa]]:
- Ability Score Increase: +2 Dexterity, +1 Intelligence
- Size: Medium
- Speed: 30ft
- Darkvision: 60 ft
- Treasure Sense: You have Proficiency in either History, Investigation or Survival.
- Petrifying Gaze: You can use an Action to try and Paralyze a target within 30ft that can see you. At 7th level, you can instead use this ability to Petrify a target; the target is Petrified instantly if it fails its save by 5 or more, and otherwise it is merely Restrained for 1 turn and must repeat the save at the end of that turn, being Petrified if it fails this second save. The save for either gaze attack is a DC (8 + your Constitution modifier + your Proficiency bonus) Constitution save. You can use Paralyzing Gaze 1/short rest and Petrifying Gaze 1/long rest.
- Snake Hair: You can use your hair as natural weapons to make unarmed strikes, doing 1d6 + your Dexterity modifier Poison damage on a hit, with a critical hit Poisoning the target (Constitution save at the end of each turn to shake it off). Your hair is dextrous enough to manipulate objects that weigh a pound or less, and perform the following simple tasks: lift, drop, hold, push, or pull an object or creature. It cannot hold a weapon, shield, provoke a grapple, or perform the somatic components of a spell.
Subclasses[edit | edit source]
Shield Maiden: This is a Fighter subclass. Its features are:
- 3rd level: Shield Bash (you can use a bonus action when armed with a shield to smack somebody with it, doing 1d4 damage (+1d4 at levels 5, 10, 15 and 20) and forcing them to make a Strength save or be knocked prone) and Unflinching Bravery (gain Proficiency in Intimidation and Immunity to Fear)
- 7th Level: Fury of the Valkyries (invoke Fury as a bonus action; for 1 minute, double your Str bonus to damage rolls, but gain 1 Exhaustion level when the fury ends)
- 10th Level: War Cry (Once per short rest, when attacked by a visible enemy, use your Reaction to end their turn and take your own)
- 15th Level: Overwhelming Strikes (Twice per short rest, if you hit a single creature with 3+ melee attacks in one turn, they must pass a Wisdom save or be disorientated until the end of their next turn; they have Disavantage on attacks at you, and you have Advantage on attacks at them)
- 18th Level: Perpetual Defence (you can no longer be flanked, attacks of opportunity against you suffer Disadvantage)
Warlock Patrons[edit | edit source]
The Dullahan: The dark fey and agent of the Shadowfell empowers you to serve as a hunter of wayward souls.
- Expanded Spells: Compelled Duel (1st), False Life (1st), Hold Person (2nd), Moonbeam (2nd), Phantom Steed (3rd), Speak with Dead (3rd), Arcane Eye (4th), Shadow of Moil (4th), Flame Strike (5th), Contagion (5th)
- Bonus Cantrips: Booming Blade and Chill Touch
- 1st Level: Sturdy Hunter (gain Proficiency with Shields, Medium Armor, Martial Weapons, Survival)
- 6th Level: Shadowy Escape (1/day, when you take damage, use your Reaction to teleport 60ft and turn Invisible until the start of your next turn)
- 10th Level: Dark Resistances (Gain Resistance to Necrotic, Immunity to Poison and Disease)
- 14th Level: Beheading Critical (1/day, when wielding a Slashing weapon, you can roll a d20 after getting a critical hit; on a 19-20, you auto-decapitate the target)
The Endless Forest: You are sworn to the spirit that embodies all forests, which charges you to protect the trees of the world.
- Expanded Spells: Create/Destroy Water (1st), Cure Wounds (1st), Barkskin (2nd), Spike Growth (2nd), Plant Growth (3rd), Speak With Plants (3rd), Freedom of Movement (4th), Grasping Vine (4th), Tree Stride (5th), Commune with Nature (5th)
- Bonus Cantrips: Druidcraft and Shillelagh
- 1st Level: Natural Understanding (can Speak with Plants at will, gain proficiency in Nature
- 6th Level: Traverse the Forest (Ignore Nonmagical Difficult Terrain, ignore damage caused by moving through nonmagical plants, 1/short rest can spend 10ft of movement to enter a living Large+ tree within 5ft and emerge from a second within 60ft)
- 10th Level: Endless Assistance (Immunity to Poison and Disease, add Charisma modifier to COncentration saves)
- 14th Level: Call of the Wild (1/day, cast Druid Grove, Transport Via Plants or Wrath of Nature without expending a spell slot or requiring material components)
The Unbound: You are a devotee of the vengeful spirit of a cursed queen who harnessed her fury to transcend to a force of chaos that opposes all forms of physical and mental oppression.
- Expanded Spells: Color Spray (1st), Snare (1st), Protection From Poison (2nd), Spike Growth (2nd), Meld Into Stone (3rd), Remove Curse (3rd), Freedom of Movement (4th), Stoneskin (4th), Greater Restoration (5th), Transmute Rock (5th)
- Bonus Cantrips: Poison Spray and Mold Earth
- 1st Level: Uncaged and Unbroken (Advantage on saves vs. magical restraints and paralysis)
- 6th Level: Poisoned Blood (1/short rest, spend a bonus action to add Poison damage equal to your Proficiency bonus to an attack's damage)
- 10th Level: The Queen's Mirror (Immune to Poison, Resistance to Poison Damage, when you are the sole target of a damaging spell, you can spend a Reaction to divert it to another creature within range; if you make a spell attack roll, that creature gets hit instead of you)
- 14th Level: Heart of Stone (Immune to Paralysis, 1/day when you deal Poison damage you can choose to Restrain the target until the end of their next turn, where they must pass a Constitution save vs. your Warlock Spell DC or be Petrified until cured by a Greater Restoration or similar)
New Monsters[edit | edit source]
Magical Items[edit | edit source]
- Bands of Unity
- Boots of Marching
- Bracers of Protection
- B reath of Fire
- Circlet of Preservatrion
- Clue by Four
- Cloak of Pockets
- Coat of Arms
- Devil Effigy
- Disintegrating Wand
- Elixir of Recovery
- Emerald Compass
- Glove of Enforced Propriety
- Glove of the Unseen
- Hammer of Freedom
- Hint Axe
- Medusa's Grace
- Opal Lenses
- Ring of Wielding
- Sacred Blade of the Lotus
- Staff of Attention
- Staff of Isis
- Stone of Haqet
- Strange CHarm
- THe Nomad Emerald
- The Spirit of Battle
- Tiara of Command
- Wadjet's Strike
- Wavecrusher
- Worker's Sickle
- Figurehelm
- Sea Shanty; Sway of the Stowaway Swarm
- Withers-Yoke Anchor of Aegis
- Elemental Siphon of the Endless Sea
- Circlet of the Cephalopod Sanctum
- Smoothed Hellstone Shard
- Torn Sail Cape
- Giant-Eel Trap
- Dire Cone Snail
- Golden Shell of Reformation
- Relic of thre Amaranthine Mariner
- Wand of Magic Fishiles
Spells[edit | edit source]
- Claira's Cone of Hot
- Fury Bolt
- Hafez' Covert Comprehension
- Nero's Gaze of Beheading
- Nile Surge
- Sand Storm
- Shield of the ancients
- Valkyrie's Vengeance
- Trouble's Deadly Adjourning
- Trouble's Mandatory Water Breathing