Forge Your Own Path In ‘Secrets Of Myst: Bloodlines’ & More In These New 5E Adventures
This week we’re getting new quests in town, meeting a whole bunch of new fae, finding out what happened to the hedge witch, and much more!
It All Started in Town
Every adventure has to start somewhere, and many of those are going to start around town. This book includes 100 unique plot hooks that begin with various people, places, and events around town. Plus, you’ll find pregenerated complex NPCs, new magic items, and endless opportunities for mystery and adventure.
A mysterious stranger walks into the tavern. A merchant arrives with a troubling story. A local child discovers something they shouldn’t have. A celebration is interrupted by chaos. Before long, the heroes are caught up in something far bigger than they expected.
We know that sometimes you need a quest ready to go when your players ignore the plot, interrogate the blacksmith for forty-five minutes, and become convinced the town’s goat is part of a sinister conspiracy. That’s where It All Started In Town comes in.
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Under the Dolmens, Delve
This is a pick-up-and-play adventure for levels four to five who are ready for a little bit of a challenge. Discover what’s happened to the missing pilgrims. And figure out if they’ll be back… and what state they’ll be in when and if they ever do return.
Four months ago, Father Wolfgang and several other members of the Church of St Pastery’s clergy were having strange dreams that all had one thing in common: a call of pilgrimage from The One True God. Father Dobey, Vicar of Lankshorn, initially had these strange dreams also but they faded in frequency and severity for him while the opposite was happening to Father Wolfgang and the others. Father Dobey, eager to avoid conflict, decided to let the pilgrims go on the condition that they return in one month’s time. The pilgrims agreed and took their leave with the vicar’s blessing. One month has come and gone, with Father Dobey wanting to know what happened to the pilgrims for a host of reasons…
The Gentry
If you’re looking to add a few fae to your adventure, but aren’t sure how to write these new characters, this book provides ten unique fae who are all ready to join your story. Each character is fully fleshed out with a court, motivation, stat block, tips for how to run them, and more. And each of the ten fae is very different.
*Contains AI-Generated Content
Ten ready-to-run fae for any 5e campaign — from a polite child-herald to a court sovereign who can erase you from memory. Each comes with a compact stat block (CR 2–13), roleplay guidance, a signature bargain, and notes on dropping them into your game.
The Gentry is a 33-page NPC collection giving Game Masters ten fully realized fae, ready to drop into any 5e campaign. Each is built to be run — in conversation, in bargain, and (when it comes to it) in a fight — with the manner, the motivation, and the menace that make the Fair Folk feel genuinely fae, not merely elves with a grudge.
Mudling
Sometimes a setting needs more and more varied creatures, and not all of these creatures have to be massive or frightening. Sometimes, you can introduce a sentient mass of clay. Mudlings are living sludge held together by elemental force and a relentless need to follow commands and complete their task.
Born at the unstable boundary where the Elemental Planes of Earth and Water grind together, mudlings are living masses of clay, silt, and swamp-born sludge held in crude cohesion by elemental force. They are most often summoned as expendable servants, obeying commands without hesitation or concern for survival. Simple, tireless, and unnervingly persistent, mudlings are ideal for summoners who value obedience over preservation.
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Secrets of Myst: Bloodlines
Explore a realm of history and conflict with Secrets of Myst. In this setting, choices shape who your characters become, magic is commonplace, and everyone has the potential to change the world. But you’ll have to be ready to pay the cost of power.
In Meliora, power flows through blood through Myst, a living force inherited from the legendary Ten Dragons. Their legacy shaped the world, giving rise to powerful sorcerers, towering cities, and legendary battles that still echo through time. But that legacy was built on a terrible secret…
Create your own legend in a world where magic is alive! Shape your character through unique species, backgrounds, and feats tied to draconic legacies. Harness Myst in your own way, whether through raw destructive force, precise martial skill, or something uniquely your own.
The Crooked Mile
Something strange is going on in Briar’s Hollow; the dogs are disappearing, and now there’s an odd smell. Maybe the hedge witch down the road will know what’s happening. Only, how she’s missing, too. And something else is moving through her house. This is a full adventure for levels 1-2 with all of the encounters, NPCs, monsters, stat blocks, twists, and turns you’ll need to keep your players guessing and engaged.
Briar’s Hollow is a small town at the edge of a very old forest. Four hundred people. Two trade routes meeting. A retired-soldier mayor named Vess Orrin, a tired innkeeper named Bela Ost, and an oral historian named Old Vesta who is eighty and sharp as a wire.
The dogs have been going missing for about ten days. First the strays. Then a family’s collie. Then the smith’s two hunting hounds. There is a smell on the wind now, sweet like burned sugar, with something else underneath it that doesn’t belong to anything sweet. The locals don’t seem to notice. The mayor will pay you forty silver to walk up the western road tonight, to the cottage where the hedge witch lives. Where the hedge witch lived. Where something is still moving through the rooms, humming three quiet notes, wearing a face that is almost right.





