D&D 5E EN5ider #401 - Enchanted Trinkets: Found in the Sands

Has the blazing summer sun got you down? EN5ider has a plan to beat the heat: desert-themed enchanted trinkets!

Has the blazing summer sun got you down? EN5ider has a plan to beat the heat: desert-themed enchanted trinkets!

en5ider 401 snapshot.JPG

⚔️ Free Articles including a complete adventure, a sidequest adventure, something very silly, and the smart-fighting savant character class!
🐉 Join EN5ider for Immediate Archival Access: Pay as little as $3 each month to become a member and get instant access to the library of 400+ articles at no extra charge!

Lately on EN5ider:
  • 401. Enchanted Trinkets: Found in the Sands. With the summer sun overhead EN5ider is turning to the scorched sands of the desert with magic items perfect for fighting amongst the dunes or exploring ancient ruins! Break down the doors to long abandoned temples with the help of a goat tooth pendant, use a lumeture crystal to create a void of darkness amidst the brilliance of the day's light, get more out of your long rests thanks to a prayer disc, or otherwise enhance your desert adventures with any one of the dozen new enchanted trinkets in this article. Delightedly designed by Marc Kenobi, illustrated by Jesse Mohn.
  • 400. On Second Thought Nevermind, It’s Very Silly (FREE). To celebrate this milestone we are proud to present an extra-sized issue for all patrons and non-patrons alike. Inside you’ll find a coterie of creatures: an Initialized Møøse, Denise the Anarcho-Syndicalist, a Commoner Swarm, a host of knights (including the Numbed Knight, Mantiknight, and even the feared Knights of the Dreaded Word), a Shrubber, the Vorpal Rabbit, the Twilight Monster, and the Enchanter...Tom? There are compelling obstacles too like the Kingdom of Musical Numbers, Taunting Minstrels, Castle Salmonella, and Bridge of Doomed Queries. The article also has memorable magic items (sack of sacking, riding coconuts, nearly lethal arrow of messaging, sacred hand grenade), and even a new spell: make into a newt! Please use it responsibly. Devotedly designed by Mike Myler, illustrated by Jared M. Boone.
  • 399. Three Puzzles of the Feywild. Around the next corner of the dungeon or amidst a curious grove the adventurers encounter something they can't just fight or sneak their way past: a puzzle. Perhaps they have to answer riddles to pass Through the Looking Glass, outwit the Lily Pad Blinking instead of swimming through acid, or play between darkness and light with The Bright Flower—in any case they are in for a good session! Deviously designed by Will Gawned, illustrated by Jori Hollander.
  • 398. Mini-Adventure: Mr. Kite's Flying Circus. As the party recovers from their latest adventure they are treated to a surprise when the circus literally flies into town. Mr. Kite’s Flying Circus proves to be a series of mechanical marvels and spectacles powered by enslaved elementals, all open to the public for a mere few coins admittance. Skydive endlessly while held aloft by wind elementals, enjoy fireworks produced by fire elementals, and beat the heat with treats kept arctic cold by ice elementals. The adventurers may balk at the idea of enslaving elementals or enjoy the shows, but afterwards they’ll have a decision to make as they find a steam mephit stowed away in their gear. This mini-adventure for 4–5 PCs of 2nd–6th level was dastardly designed by Andrew Engelbrite and illustrated by Renan Moraes, with cartography by Dyson Logos.
  • 397. To Smite A Fiend: Part One. The macabre horrors of the Dark Winter have passed with the changing of the seasons and now Holdenshire County is preparing for an idyllic summer—a respite that will be denied. For a long time the reclusive Kalle Sirkesalo has been studying in earnest, delving into the nuances of magic as his servant Roland acquires secretive packages from afar each filled with rare and exotic reagents for arcane experiments. Now his research is nearly complete and the most critical phase has begun: the wizard is prepared to permanently summon divine beings to be his servants. The mage's ambitions are greater than his mastery however, and before long he brings much more to the realm than he ever intended. This PDF is an introduction to an all new adventure that brings the To Save A Kingdom Adventure Path to a conclusion, continuing right where To Stake A Vampire left off to take four PCs of 10th level up through 12th level.
 

log in or register to remove this ad

Mike Myler

Mike Myler

Remove ads

Remove ads

Top