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Get Witchy, Try To Survive Horror Below The Waves, And More With These 5E RPGs

5 Minute Read
Mar 27 2026
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A ladies’ night out gone wrong, the terrors lurking in the ocean, vampire necromancers and more are in this week’s 5E compatible RPG roundup.

Witches of Farsia

For magic-casting player who want to try something a little different, the Witch offers a ton of personality and freedom. The spells get weird, the subclasses are tailor made for the witch theme, and the class feels unique and distinct instead of like it’s riffing on another class. Also included in this book are feats, backgrounds, spells, and sample adventure hooks.

*Contains AI-Generated Content

Why be a bearded old man in a pointy hat with questionable hygiene when you can be the epitome of sorcery and style? The Witch Class for 5E is a complete, standalone class built from the ground up for players who want power, personality, and the freedom to reshape reality on a whim. Your magic runs on Whim points, because memorizing spells from dusty books is for losers and people who think speaking in riddles is cool and not a cry for help.

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Inside you’ll find the full Witch race and class, eight Paths, 30 feats, curated backgrounds, a complete spell list from cantrips to 9th level, our society and culture laid bare (you’re welcome), adventure hooks, and enough attitude to power a city.

The Crimson Tide

This horror adventure brings you to the edge of the water and asks you what terrors may lurk there. The story is made of three arcs that are meant to take place over 40-60 hours of gameplay, or about 12 game sessions. Everything is included from the story, to the maps and NPCs to stat blocks, items, and random tables.

*Contains AI-Generated Content

Something stirs in the waters of the Tidal Archipelago. Corpses that return. Whispers in the fog. Fish with too many mouths. The Crimson Tide is a campaign of philosophical body horror for the 5th Edition ruleset, levels 3–10. Three story arcs. Three possible endings. No easy answers.

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Meeting in the Ladies’ Room

Sometimes is always happening in the ladies’ room at the bar. Usually it’s pep talks, five-minute friends, and sharing hair-ties. Other times it’s the start of an unforgettable fantasy adventure.

A 3+ hour fantasy adventure one shot for players level 4-6. The story is based on John Hartness’ book “Amazing Grace” from Falstaff Books.

It’s Ladies’ Night at the local dive bar. Your party heads there for a nice night out … until it’s not so nice. The party decides to hit up the local dive bar tonight, since it’s Ladies’ Night. As per usual, there are a few guys who want to cause problems.

The Shuck Road

Based on real folklore and legend, this adventure has players follow the trail of a mysterious creature. What is it, and why has it been stalking these communities? You know it’s probably not just a black dog, but it will probably also not be whatever you’re thinking it may be.

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*Contains AI-Generated Content

A dying antiquarian on the Suffolk coast has spent forty years mapping the paths of a spectral black dog. Three nights ago, she saw it outside her window. It was not watching her. It was fleeing.

Your players walk the Shuck road: fourteen miles of flat, open country linking a chain of medieval churches, following the creature’s trail south toward Blythburgh. At each church, the evidence accumulates. Scorch marks on thresholds that turn out to be wards, not wounds. A parish register from 1577 with a name scratched out so violently the parchment is torn. A woman walking beside them who believes she is already dead. And behind them, growing with every mile, a storm that does not behave like weather.

The Escape Room

Bringing escape rooms into D&D, players wakeup in a sealed room and must find a way to escape. Explore the room, uncover hidden secrets and puzzles, and figure out how to get out before your party runs out of air. This is a short, one-shot adventure, and the board teenager at the front desk probably won’t have any clues for you this time if you get stuck. This adevnture is for four level one characters.

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*Contains AI-Generated Content

Six rooms. Eleven minutes. No second chances. Your players awaken inside a sealed arcane chamber with only minutes of air remaining. To escape, they must push through six deadly puzzle rooms crafted by the mad archmage Vandrex—a mirror trial of alignment, elemental riddles, living memories, a suffocating study, a talking statue that remembers too much, and a final escape core that demands spellcasting and wit.

Cragtooth Mine

If your players are looking for a classic dungeon crawl, they should explore the Cragtooth Mine. This is a challenging adventure for low-ish level adventurers, making it a perfect way to introduce your 3rd level players to more difficult dungeons, encounters and bosses. And along the way they’ll see everything from spiders to vampire necromancers.

*Contains AI-Generated Content

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Cragtooth Mine is a hard-difficulty dungeon crawl for four 3rd-level characters, set beneath the frontier town of Beran’s Claim. As the investigation deepens, players uncover a vampire necromancer raising long-dead dwarves from their crypts, guarded by bone golems and sealed tombs heavy with treasure. The adventure features multiple branching objectives, meaningful rewards, and a fully mapped mine complex that supports exploration, negotiation, or all-out combat.

Perfect for groups that enjoy classic dungeon delves with modern encounter design, Cragtooth Mine can stand alone or serve as a major chapter in a campaign set in or around Beran’s Claim.


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