DND RPG WILD BEYOND THE WITCHLIGHT

CA$54.99
The Wild Beyond the Witchlight is designed to take player characters from level 1 to level 8 in the first 5th Edition adventure set in the Feywild. It is setting neutral allowing the Dungeon Master to transition the players from any starting location to the Prismeer, a Feywild domain of delight, via the Witchlight Carnival with two plot hook options.[2][3] Prismeer has been fractured into three realms (Hither, Thither, and Yon) and is ruled by a coven of hags who overthrew the archfey Zybilna. The players traverse the domain to thwart each of the hags.[3][4] The book expands on game elements for the 5th edition, such as:[2][5][3] All encounters have non-combat options to resolve conflict[6][7] Storytelling tools for the Dungeon Master such as a story tracker, roleplaying cards, and maps[3][6][8] Two new character races — the fairy and the harengon (humanoid rabbits)[2][5][9] Two new character backgrounds — "the Feylost (for characters who grew up in the Feywild) and the Witchlight Hand (for characters who work at the Witchlight Carnival)"[2][8] 32 new character traits, 21 magic items themed around the Feywild, 13 non-player characters, and 18 monsters[3][6] Characters from the 1980s AD&D action figure line return in this module[10][11]
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The Wild Beyond the Witchlight is designed to take player characters from level 1 to level 8 in the first 5th Edition adventure set in the Feywild. It is setting neutral allowing the Dungeon Master to transition the players from any starting location to the Prismeer, a Feywild domain of delight, via the Witchlight Carnival with two plot hook options.[2][3] Prismeer has been fractured into three realms (Hither, Thither, and Yon) and is ruled by a coven of hags who overthrew the archfey Zybilna. The players traverse the domain to thwart each of the hags.[3][4] The book expands on game elements for the 5th edition, such as:[2][5][3] All encounters have non-combat options to resolve conflict[6][7] Storytelling tools for the Dungeon Master such as a story tracker, roleplaying cards, and maps[3][6][8] Two new character races — the fairy and the harengon (humanoid rabbits)[2][5][9] Two new character backgrounds — "the Feylost (for characters who grew up in the Feywild) and the Witchlight Hand (for characters who work at the Witchlight Carnival)"[2][8] 32 new character traits, 21 magic items themed around the Feywild, 13 non-player characters, and 18 monsters[3][6] Characters from the 1980s AD&D action figure line return in this module[10][11]
The Wild Beyond the Witchlight is designed to take player characters from level 1 to level 8 in the first 5th Edition adventure set in the Feywild. It is setting neutral allowing the Dungeon Master to transition the players from any starting location to the Prismeer, a Feywild domain of delight, via the Witchlight Carnival with two plot hook options.[2][3] Prismeer has been fractured into three realms (Hither, Thither, and Yon) and is ruled by a coven of hags who overthrew the archfey Zybilna. The players traverse the domain to thwart each of the hags.[3][4] The book expands on game elements for the 5th edition, such as:[2][5][3] All encounters have non-combat options to resolve conflict[6][7] Storytelling tools for the Dungeon Master such as a story tracker, roleplaying cards, and maps[3][6][8] Two new character races — the fairy and the harengon (humanoid rabbits)[2][5][9] Two new character backgrounds — "the Feylost (for characters who grew up in the Feywild) and the Witchlight Hand (for characters who work at the Witchlight Carnival)"[2][8] 32 new character traits, 21 magic items themed around the Feywild, 13 non-player characters, and 18 monsters[3][6] Characters from the 1980s AD&D action figure line return in this module[10][11]
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