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D&D 5E EN5ider #412 - Diabolical Diseases

Pack up your paltry healing spells for another day—they won't help you get rid of the sicknesses in today's EN5ider!

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  • 412. Diabolical Diseases. Unless something dramatic happens during combat or the adventurers are low level, diseases simply don't pack as much of a punch as the GM might want—and that's where diabolical diseases steps in, the sicknesses within beyond the easily remedied illnesses most players know and rightly do not fear. Get the party's boots quaking with an affliction of faesic pox and all the vegetative matter it entails, entice them with the gifts and perils of the fluxx and its crystalline ailments, make them fight a sentient fungi with mythological wildfire, infect them with the dreaded wyrm pox and watch their horror as pox wyrmlings (CR 1/2) emerge, or turn a typical dungeon delve into a true trial of courage with the spreading of some necrotizing plague! Diabolically designed by Tyler Omichinski, illustrated by Herman Lau.
  • 411. Enchanted Trinkets: Gambler's Toolkit. Cheating is on the whole to be discouraged—but adventurers out for a night of revelry and wagers are another matter, and may even be an exception. In this Enchanted Trinkets article there are nearly 11 cunning minor magic items perfectly suited to the morally flexible gambler, whether they're throwing cheaty dice or utilizing a silver tongue to escape after a botched run at the table. Delicately designed by Christopher Craven, illustrated by Erik Davis-Heim.
  • 410. Dangerous Scenarios: Kobold Cache. Kobolds are not known for being particularly adept fighters—they are known for their clever and widespread use of traps. A cult of these creatures have taken up residence in the lair of a forgotten faith, pilfering the local community at night, yet all who have gone to face them have not returned. Within the adventurers find a dungeon prepared to kill, the kobolds inside moving to activate hidden defenses that turn the party's delve into a challenging run against deathtraps galore! The deadly designs in this Dangerous Scenario for 4–5 PCs of 9th–11th level by Tyler Omichinski include 8 new traps and the trapping kobold (CR 2), illustrated by Júlio Rocha and utilizing cartography by Dyson Logos.
  • 409. Mini-Adventure: A Trade of Bride and Pride. The party is tasked with saving the wife of a local guard captain, joining his longtime paladin companion to deliver the ransom to her kidnappers. The trade is not so simple however, and when the adventurers meet the brigands amidst the shipwrecks of Hull's Breach they discover just how terribly complex the situation is—and must make a decision of no small consequence. This mini-adventure for three to four PCs of 4th–8th level (deviously designed by Liz Orchard, illustrated by Jori Hollander, and featuring cartography by Dyson Logos) includes statistics for Graysha Greypeak and Lady Arilette Bersk.
  • 408. To Smite A Fiend: Part Three. Great evil once more looms over Holdenshire as Hell is unleashed on the countryside by the wizard Kalle Sirkesalo’s reckless ambitions. It is up to the adventurers to put a stop to it, but as before they’re not alone in the fight and this time help comes from the very heavens above. The divine war so unbalanced by the mage’s summonings has taken nearly all of the Angelic Fane’s resources, but if the party is able to defeat some of the greater blasphemies spread across the realm, the celestials can transform the power from those broken entities to grant the PCs potent blessings. More importantly, with the appropriated power of all four fiendish presences, the adventurers will be able to seal whatever planar rift is within the wizard’s tower. The order in which the party tracks down and fights the worst of the horrors unleashed upon the land is up to them, but as days go by and the townsfolk turn to them for help the more reliable the rumors and hearsay become. This PDF contains Act 2 (for 4 PCs of 11th level) and continues the thread from To Smite A Fiend: Part Two, including 5 celestial blessings, fiendish fire trap, 3 combat maps, agonized kyton (CR 14), blood golem (CR 7), hydrodaemon (CR 6), infernal dwarves (CR 4), infernal mammoth (CR 6), khalkoi spawn swarm (CR 6), kyton (CR 12), and warmonger devil (CR 6).
 

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Mike Myler

Mike Myler

wellis

Explorer
Speaking of diseases, in a world of magic I sometimes wonder how advanced surgery is thanks to various magical means to cure or mitigate somewhat various diseases and conditions.
 

Mike Myler

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Speaking of diseases, in a world of magic I sometimes wonder how advanced surgery is thanks to various magical means to cure or mitigate somewhat various diseases and conditions.
Long, long ago in the before time, I designed two articles that briefly touch on fantasy surgery: #63 Fell Grafts: Demons & Devils and #74 Celestial Grafts: Angels & Avatars. #250 Savant Class: Advanced also has a chirurgeon archetype for the savant class (you can see it at work with Doctor Watson's statblock in the Mythological Figures & Maleficent Monsters book 😷).
 

wellis

Explorer
I actually kind of wonder if magical means of healing may sort of hold back surgical and anatomical knowledge due to less of a need to cut open the body.

Also, all those diseases sound horrifying. :( :D
 

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