TABLE OF CONTENTS CREDITS Credits ...... 1 Designer: Justin Handlin Editor: Danial Xavier Character concepts ...... 2 Art Director: Justin Handlin Accidental Pact ...... 2 Maps: Jean Lorber Battle Commander ...... 2 Adventures: Remley Farr Misguided Cleric ...... 2 Cover Illustrator: Luis Prado Temo the Mighty ...... 2 Interior Illustrators: Patrick E. Pullen, Dean Spencer, Stock Art Monsters ...... 4 Special Thanks: To all of our patreon supporters! Your continued Grungar ...... 4 support makes this, and many other projects come to life. Thank Warmind ...... 5 you. Zenary ...... 6 Young Purple Worm ...... 7 Encounters ...... 8 A Lost Cog ...... 8 Astral Bandits ...... 8 Got Worms? ...... 8 Imprisoned Spirit ...... 8 Magic Items ...... 9 Debate Club ...... 9 Staff of the Mindsculptor ...... 9 Sword of Famine and Feasts ...... 9 Whisper and Shout ...... 9 Game Master Tips ...... 10 Newspaper ...... 10 Making it Yours ...... 10 Monster Madness ...... 10 Player Character Rumors ...... 10 Player Tips ...... 11 Burning Snare Trap ...... 11 Arcane Binding ...... 11 Roleplaying a Dwarf ...... 11 Take Their Focus ...... 11 Maps: Turtle Bones Tavern ...... 13 A Family for Kinsley ...... 14 Grottim (The Village) ...... 14 Dale Family Plot ...... 14 Dale Family Cottage ...... 14 Silver Fire’s Blessing ...... 15 The Minister of Harvests ...... 15 The Nomads of Ikhata ...... 15 The Famine Shaman ...... 15

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Unearthed Tips and Tricks October 2020 P a g e | 1 Aspirations beyond the Five Shires came to a head when a dire CHARACTER CONCEPTS wolf attacked the flocks near his home. Facing the wolf with just his trusty companion and mount, Thundar (the Mastiff), Temo ACCIDENTAL PACT was lucky to strike some mighty blows and scare off the giant wolf. Hailed as a hero, for all his bravado and boasting, Temo “This ol’ axe of mine is my most precious friend. For him, I sing and knew that he had gotten lucky. He determined then to set out harmonize while digging for stones of beauty.” and learn to be the mighty hero that his friends and family thought of him. This character is a dwarf miner who sings while working, and Temo has never left the Five Shires, although he has read all unwittingly, formed a pact with a demon residing deep about the outside world. Despite this, he seems to soak underground. During his mining expedition, he was singing the everything in with childlike wonder. With his boundless lyrics to an old folk tune that turned out to be a summoning and enthusiasm and innocent ideas of chivalry, he comes across as binding ritual. His pickaxe was then imbued with an unholy young and naive, but Temo will often use this to his advantage demonic strength, and he wasn’t sure why this had happened. and is intelligent and savvy enough to not let people take This would make for a great hexblade warlock build, but advantage of him. In difficult times, he will suffer from severe could also be flavored as a bard. When he sings, magical things bouts of homesickness, but is determined to become the hero happen around him, and he is often surprised or baffled. His that his friends and family think that he is. He follows the dream only real goal is getting back to work in the mine and digging for of the hero he wants to become. precious stones. -Patron RobotsVsDinosaurs

BATTLE COMMANDER

“Follow my commands, and victory will be ensured!”

You are the embodiment of the battle leader in action: an inspiring commander who effortlessly flows from issuing commands to engaging the adversary, and then back again as conditions on the frontline warrant. As a leader who battles as well as she leads, you have earned the allegiance and admiration of your allies, and together, you have been forged into a unified battle squad. A battle master fighter with the commander strike feature fits this theme very well. Likewise, so does a bard (especially our War Chanter) with their bardic inspiration. Paladins with their charisma and auras also make for a great battle commander, or any class can take the Inspiring Leader feat.

MISGUIDED CLERIC

“Asmodeus is evil? No, he can’t be. The scripture is misconstrued.”

Unlike all other followers of evil aligned gods, you serve them for the betterment of the world rather than cause havoc and destruction. Despite using your powers to heal and help, they come from a sinister source, and why the deity chose to grant you powers remains a mystery. You spread the teachings of your chosen deity, but try and paint all their actions as misunderstood. You use your actions to twist them into a positive outlook. This often leads to people distrusting you, or the occasional mob once they learn of your faith. Your friends, however, know you for your heart of gold, merely with curious methods to save the day.

TEMO THE MIGHTY

“I am brave and strong! Just ask those of the shire! They will tell you of mySample heroic deeds.” file

Born the son of a washer woman and glassblower, Temo was always a dreamer. He read lots as a child, but also ran around with his friends pretending to be a chivalrous knight.

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MONSTER VARIANTS

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Large, monstrosity, neutral Armor Class 11 MONSTERS Hit Points 135 (18d8 +54) Speed 30 ft., 40 ft., climb GRUNGAR STR DEX CON INT WIS CHA The Grungar is a monstrous beast full of pure savage and primal 18 (+4) 10 (+0) 16 (+3) 7 (-2) 12 (+1) 13 (+1) instincts. A Grungar prefers to make its home near or on mountainsides. They enjoy the fact that the stony pillars and Skills Perception +7 rock formations echo back its tremendous roar, enhancing the Damage Immunities bludgeoning, piercing, and slashing from terror that it already brings to those who hear it. The thundering nonmagical attacks not made with silvered weapons shout is so powerful it has been known to cause avalanches and Senses passive Perception 17 mud slides destroying entire towns and villages. Languages - Aside from the terrifying bellows, it also possesses a strange Challenge 5 (1,800 XP) power to leave an enemy paralyzed so they cannot flee. They can only look on in horror as its toothy maw opens to devour Keen Smell. The grungar has advantage on Wisdom (Perception) them. Their simple-minded nature means they don’t attempt to stalk or ambush their prey. Instead, they charge headlong after checks that rely on smell. their prey. Many dangerous creatures stalk the world, and most inspire fear among the populace. Few do so like the Grungar. When it Multiattack. The grungar makes two attacks with its bite and/or roars, many know that death is to follow, and all who hear it claw. hope that it is not them. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 4 ft., one target. Hit: 10 LORE (1d12 + 4) slashing damage. A character knows the following information about the Roar (3/day). The grungar emits a magical roar. Each time it roars monster with a successful skill check. before finishing a long rest, the roar is louder, and the effect is different, as detailed below. • Intelligence (Nature) DC 14. The grungar stalk and hunt First Roar. Each creature that fails a DC 14 Wisdom saving mountainsides and forests. Their bellowing roar causes the throw is frightened for 1 minute. A frightened creature can ground to quake and trees to tremble. Their roar alerts their repeat the saving throw at the end of each of its turns, prey that they come for them. ending the effect on itself on a success. • Intelligence (Arcana) DC 16. Its roar is so thunderous it can Second Roar. Each creature that fails a DC 14 Wisdom saving send objects and creatures nearby crashing to the ground. throw is deafened and frightened for 1 minute. A frightened • Intelligence (Arcana) DC 19. Their thick hide has adapted to creature is paralyzed and can repeat the saving throw at the the threat of mundane weapons. None but magical or silver end of each of its turns, ending the effect on itself on a coated weapons seem to be effective in getting through it. success. Third Roar. Each creature makes a DC 14 Constitution saving throw. On a failed save, a creature takes 18 (4d8) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn’t knocked prone.

The grungar can take 2 Legendary actions, choosing from the options below. Only one legendary action option can be used at a Sampletime and only at the end of another creature’sfile turn. The grungar regains spent legendary actions at the start of its turn. Roar. The grungar can use its roar action. Attack (Cost 2 Actions). The grungar can make one bite or claw attack. Unearthed Tips and Tricks October 2020 P a g e | 4 WARMIND LORE

While much of the power granted to a cleric comes from their A character knows the following information about the devotion to their divinity, there are a few who have a unique monster with a successful skill check. talent of their own. They possess a potent mental capacity to form their will into reality. They achieve this through their own • Intelligence (Religion) DC 14. There are a few clerics who innate psionic power. These unique features allow the cleric to have been known to wield psionic power in addition to their manipulate objects and their enemies. deity’s blessings. The warmind cleric’s powerful divine power combined with a • Intelligence (Religion) DC 16. Known as warminds, they are mental power bolsters both their weapons and their defenses. able to use their mind to manipulate objects and people with Enhancements to weapons renders them more deadly than ever. their power. This is on top of their ability to put up wards to protect • Intelligence (Arcana) DC 17. Their ability to manipulate themselves beyond just their armor, turning a warmind into a goes beyond just commands. They can convert the power of terrifying foe to battle toe to toe. an enemy’s own magical attacks and imbue it into their Clerics of the warmind are often a brutish bunch. Full of blades, turning defensive into offense. arrogance, pride, and always seeking to challenge both their divine given power and their inborn psionic gifts. Where challenges reside, they seek it. Where the divine is hidden, they liberate it. Where strength is absent, they deliver it. There is no Medium humanoid (any race), neutral good length a warmind won’t go to ensure that their strength and power is recognized. Armor Class 15 (Chain Shirt) Hit Points 16(3d6 +6) Speed 30 ft.

STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 12 (+1) 1 3(+1) 10 (+0)

Skills Investigation +3, Perception +2 Senses passive Perception 13 Languages Common and one other language Challenge 1/2 (100 XP)

Innate Spellcasting. The warmind’s innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components: At will: mage hand 1/day each: absorb elements, catapult, detect thoughts, command

Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage or 7 (1d10 +2) bludgeoning damage if used with two hands to make a melee attack. Channel Divinity (Recharge on Short or Long Rest). The warmind releases a mental assault on up to three humanoids that can see and hear it. Each creature must succeed a DC 11 Wisdom saving throw, or it is turned for 1 minute or until it takes any damage. A turned creature must spend its turn trying to move as far away from the warmind as it can, and it can’t willingly move to a space within 30 feet of it. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the dodge action.

Mental Push. When the warmind is attacked by a creature within 30 feet of it that it can see, it can use its reaction to assault the target’s mind. The creature must succeed on a DC Sample11 Wisdom saving throw or have disadvantagefile on the attack roll. Art: Dean Spencer

Unearthed Tips and Tricks October 2020 P a g e | 5 ZENARY LORE

Little is known about these aberration abominations. They A character knows the following information about the prefer damp abandoned mines, expansive tunnels, or even monster with a successful skill check. sewer systems on rare occasions. Tales are told to adventurers and travelers to never journey into unexplored tunnels, for the • Intelligence (History) DC 14. Little is known of these darkness hides the drinker of dreams. It stalks its prey day and abominations. Skittering in tunnels and sewers, they lash out night, tormenting and cursing them as they are chased through from the ceiling with a far-reaching tail with a stinger at its the tunnels, skittering along walls and ceilings. point. Few survivors who encounter a zenary speak of varying The creature does everything it can to prevent its prey from descriptions. The only consistency in their stories is the six receiving even a single moment's respite. It uses hit and run green eyes starting at them from the darkness. tactics combined with its piercing claws that curse its foes with • Intelligence (Arcana) DC 18. Magical effects are often nightmarish waking dreams. The zenary prefer to slowly devour brushed aside, having little effect on their mind or body. Its their prey while they are stuck in a state of confusion as they are mind is nearly impenetrable, making psychic attacks useless lost among its labyrinth like tunnels. Few survivors still against it. coherent enough to speak have given widely varying • Intelligence (Arcana) DC 20. The most dangerous aspect of descriptions of this creature. The only consistency across all the Zenary is its poisoned stinger and claws. Both can confuse survivors are the six green eyes staring at them from the and disorient those afflicted by their touch. darkness.

cursed if it is a creature. The magical curse takes effect whenever the

Large aberration, chaotic evil target takes a short or long rest, filling the target’s thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a Armor Class 19 (natural armor) short or long rest. The curse lasts until it is lifted by a remove curse spell or Hit Points 142 (15d10 + 60) similar magic. Speed 40 ft. Disorienting Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit 13 (2d8+4) piercing damage plus 17 (5d6) psychic damage and the STR DEX CON INT WIS CHA target must succeed on a DC 14 Intelligence saving throw or be subjected 18 (+4) 16 (+3) 18 (+4) 8 (-1) 14 (+2) 16 (+3) to the confusion spell for 1 minute (no concentration required by the monster). The target can repeat the saving throw at the end of each of its Saving Throws Wis +6, Cha +7 turns, ending the effect on itself on a success. Skills Deception +7, Intimidation +7, Stealth +7 Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered The zenary can take 2 legendary actions, choosing from the options Damage Immunities cold, psychic below. Only one legendary action option can be used at a time and only at Condition Immunities poisoned the end of another creature’s turn. The dream drinker regains present Senses darkvision 120 ft., passive Perception 12 legendary actions at the start of its turn. Languages Understands undercommon but can’t speak Challenge 9 (5,000 XP) Illusory Sight. The zenary makes one Intelligence (Investigation) check to disbelieve an illusion. Magic Resistance. The zenary has advantage on saving throws against Piercing Fling. The zenary makes a Disorienting Sting or Claws attack spells and other magical effects. against a target. The target must succeed on a DC 14 Strength saving Spider Climb. The zenary can climb difficult surfaces, including upside throw or be flung 15 feet away from the dream drinker in a direction of down on ceilings, without needing to make an ability check. its choice.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage, plus 18 (4d8) psychic damage, and the target is

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