Misty Isles of the Eld (5e)
Come visit the acid fantasy mini-sandbox of the Misty Isles¸ a hellish pocket plane that's brutally displaced a bucolic paradise. Marvel at its massive grub-ridges¸ shake at the body horror of its protein vats-and watch as your players dynamically unleash the Anti-Chaos Index through their own in-game actions. Misty Isles of the Eld is a stand-alone sequel to Slumbering Ursine Dunes and Fever-Dreaming Marlinko.
What's inside its 104 pages:
Four dungeons. The Vat Complex (with its menacing sealed off-west wing¸ body-horrific industrial process and pocket dimensions)¸ the flying god-prison Monument Five¸ the meth-fruit Plantation House and Colonel Zogg's Pagoda Bunker.
Full "extra-planar" pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive¸ movable grubs.
An "Anti-Chaos Index." Through their actions the players shape the very reality of the Isles. Sometimes for the better¸ sometimes for the worst¸ but always for the weird.
A slew of new otherwordly monsters.
A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up.
A new psionicist player class¸ the Psychonaut¸ with a soft scifi twist. Including its own powers and mutations.
" The Misty Isles of the Eld... is a hundred and four page acid trip... if Frank Baum and William Burroughs had gotten together [for] a weekend of drink and drugs."
-- Needles¸ Swords & Stitchery
"The party will be dealing with a coordinated and professional opposition¸ and the book does a good job making the encounters and NPCs interesting while not forgetting that. There's a great deal of time spent laying out for referees the various resources the Eld (evil space elves from hell¸ with Melniboinean flourishes) have at hand and how they use them."
--John Bell¸ The Retired Adventurer