Misty Isles of the Eld (Labyrinth Lord/D&D) – Sean’s Pick, 072116

Did you ever see that intensely odd animated movie, “Yellow Submarine?” I get the sense that this adventure (and the setting) was greatly inspired by that movie in a lot of ways. Delightfully odd, and possibly terrifying.

Come visit the acid fantasy mini-sandbox of the Misty Isles, a hellish pocket plane that’s brutally displaced a bucolic paradise. Marvel at its massive grub-ridges, shake at the body horror of its protein vats—and watch as your players dynamically unleash the Anti-Chaos Index through their own in-game actions. Misty Isles of the Eld is a stand-alone sequel to Slumbering Ursine Dunes and Fever-Dreaming Marlinko.

What’s inside its 104 pages:

Four dungeons. The Vat Complex (with its menacing sealed off-west wing, body-horrific industrial process and pocket dimensions), the flying god-prison Monument Five, the meth-fruit Plantation House and Colonel Zogg’s Pagoda Bunker.

Full “extra-planar” pointcrawl. The wilderness crawl spreads over one main isle and two smaller islets subdivided by massive, movable grubs.

An “Anti-Chaos Index.” Through their actions the players shape the very reality of the Isles. Sometimes for the better, sometimes for the worst, but always for the weird.

A slew of new otherwordly monsters.

A large collection of bizarre technological Eldish artifacts and treasure. Includes a random generator for miscellaneous artifacts picked up.

A new psionicist player class, the Psychonaut, with a soft scifi twist. Including its own powers and mutations.

“The Misty Isles of the Eld … is a hundred and four page acid trip … if Frank Baum and William Burroughs had gotten together [for] a weekend of drink and drugs.”

— Needles, Swords & Stitchery

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