Sunken Isles: PDF

(15 customer reviews)

$24.99

Sunken Isles is an island themed seafaring adventure that you don’t want to miss.

This PDF version of the book offers over 300 pages of new D&D5e sub-systems (resource system, sailing system, magical tattoos, and more), player options, unique monsters, all tied together in an epic Dungeons and Dragons 5e adventure campaign encompassing levels 1 through 20.

This latest book from Eldermancy brings Runesmith’s epic imagination to the forefront with guaranteed fun for your table in an adventure designed to level up characters each week over 20 weeks.

This Product is only available in English at this time.

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Description

Sunken Isles is an island themed seafaring adventure that you don’t want to miss.

This PDF version of the book offers over 300 pages of new D&D5e sub-systems (resource system, sailing system, magical tattoos, and more), player options, unique monsters, all tied together in an epic Dungeons and Dragons 5e adventure campaign encompassing levels 1 through 20.

This latest book from Eldermancy brings Runesmith’s epic imagination to the forefront with guaranteed fun for your table in an adventure designed to level up characters each week over 20 weeks.

15 reviews for Sunken Isles: PDF

4.9
Based on 15 reviews
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1-5 of 15 reviews
  1. Great!

    (0) (0)
  2. Great content, really well written fantasy dnd setting

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  3. Great price

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  4. Love it!

    (0) (0)
  5. In my opinion, traditional big book campaigns are hard because they seem to be created for some sample party fallacy and no real DM or whatever PCs your players create will be able to follow or have fun playing the campaign as laid out — BUT this PDF, and every piece of content I’ve consumed from Ghostfire is different, in the philosophy, by giving the reader a bunch of really great concepts for a DM to ideate on, flavorful mechanics, and an interesting consequential story that is more a masterclass of design and reactionary decision making instead of a static railroad that feels broken if you veer too far off it.

    I’m a fan of more grim or realistic plot points, and the villains and factions presented are morally grey and complex, therefore, giving different PC motivations and play styles an actual chance at driving the story into unique and varied directions depending on what YOUR party does. That type of autonomy is what is desired at this stage of Roleplaying games — books and source material should empower GMs and players with front loaded flavor and rules and guides but provide content that is new, exciting, and inspiring — that’s what this book does.

    It gives you the greatest hits of a nautical and tropical setting, while subverting expectations, and empowers a GM reading it to present it with an openness of how your players are going to explore it instead of a worry they will break this campaign by making it their own.

    (0) (0)
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