The Explorer’s Guide to Wildemount will feature four new adventures set in different regions of the Wildemount setting. Come take a look!
Whether you’re looking for high seas, swashbuckling adventure, ancient mysteries being uncovered, military exploration, or political intrigues, Wildemount’s four new adventures have you covered. Announced last week the Explorer’s Guide to Wildemount has since become one of the fastest-selling D&D books, and it’s not hard to see why. In addition to appealing to the fanbase of the game, the book promises to introduce new magic, new subclasses, and new magic items–alongside four new adventures (and a gazetteer of the setting) in the book. Here’s Matt Mercer to tell you more about the adventures in the book.
Fans of the show will recognize the names mentioned so far. These are locations that have either been seen “on-screen” during Campaign 2 or are at least heavily hinted at in the in-world discussions. There are the sparkling shores of the Menagerie Coast, where swashbuckling adventure awaits for parties looking to play in a world of ships and sorcery. Or perhaps you might visit the amusingly named industrial town of Hupperdook, where political intrigue is cooking under the pressure of war and the industry needed to support it.
If you’d rather explore the darker side of things, there’s an adventure set in Xhorhas, where the Dark Elves have their dynasty, which focuses on military expeditions and exploration, while dealing with betrayal and complications. Or you can just go for the most typical sounding D&D adventure, which is set in the frozen lands of Eiselcross, where something ancient lurks beneath the ice and various factions are competing to see who can dig it up first for better or worse.
Whatever flavor of adventure you prefer, and whether you’re looking for something you can run as-is, or something that can be picked apart and used to your own ends, you’ll find it in the Explorer’s Guide to Wildemount.