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80s Adventures (Early Access Preview) v0.2

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Early Access Preview

1 ‘80s Adventures
Early Access Preview

Welcome to the Dice Dungeons Early Access Preview of Ownership & Copyright
our new Dungeons & Dragons supplement! This product is compliant with the Open Game License and is
designed for use with the 5th Edition rules system.
As valued members of the RPG community, your insights
and feedback are crucial in shaping the final version of Product Identity
this adventure. Explore, engage, and experiment with the The following items are hereby identified as Product Identity, as
defined in the Open Game License version 1.0a, Section 1(e),
content, then share your thoughts through our email (info@ and are not Open Content: All trademarks, registered trademarks,
dicedungeons.com) or on social media. Your contributions proper names (characters, deities, etc.), dialogue, plots, storylines,
are key to refining and enhancing this gaming experience. locations, illustrations, and trade dress. (Elements that have not
Thank you for joining us on this creative journey! been previously been designated as Open Game Content or are in
the public domain are not included in this declaration.)
Happy Adventuring,
Open Content
Except for material designated as Product Identity (see above),
- The Dice Dungeons Team
the game mechanics of this game product are Open Game
Content, as defined in the Open Game License version 1.0a
Section 1(d). No portion of this work other than the material
Credits designated as Open Game Content may be reproduced in any
form without written permission.
• Authors: John Bettridge, Jarrett Butler
• Layout: Jarrett Butler
• Additional Editing: John Bettridge
• Lead Artists: Brendan Lancaster
• Additional Art: Mark Bleckley, Kevin Catalan
• Additional Review: Jane Jongeward, Shannon Sheetz

‘80s Adventures 2
Character Options You can use this feature a number of times equal to your
Dexterity modifier (minimum of once), and you regain all
expended uses after finishing a short or long rest.
In this section, we delve into specialized character options
designed to embody iconic archetypes from that memorable
decade. Whether you wish to follow the Way of the Crane Don’t you want me?
Monk, echoing the disciplined martial artists of classic films, or Beginning at 14th level, whenever you use your Maniac ability
unearth forgotten treasures as a Relic Hunting Rogue, you’ll find against two or more creatures, each of those creatures must
your calling here. Each option is more than a mere homage; it succeed on a DC 15 Charisma saving throw or become compelled
is a carefully crafted addition to your Dungeons and Dragons to pursue you. On their turn, affected creatures must use their
5th edition toolkit, designed to offer both thematic depth and movement to follow you before they can take any other action or
mechanical intrigue. bonus action. This effect lasts until the end of your next turn.

Barbarian: Path of the Dance


Lights. Axes. Jazz hands. Barbarians who follow the Path of
the Dance channel the flame of their rage into spectacular,
choreographed and deadly dance. These warriors literally dance
across the battlefield, their movements a blur as they strike swiftly
and move on before their enemies can react.

Dancer’s Agility
Starting when you choose this path at 3rd level, you can take a
bonus action on each of your turns in combat. This action can
be used only to take the Dash action. Additionally, you may use
your dexterity modifier in place of your strength modifier when
making attacks and saving throws.

Whirlwind Strike
At 3rd level, when you make a melee weapon attack against a
creature, you can immediately make another attack against a
different creature within 5 feet of your original target. You don’t
add your ability modifier or rage bonus to the damage of the
whirlwind strike attack, unless that modifier is negative.

Dance of Avoidance
Starting at 6th level while raging, when your movement provokes
one or more attacks of opportunity, you may use your reaction to
roll an acrobatics check. While you move this turn, your AC is
equal to the total you rolled for your acrobatics check until the
end of your turn. You may use this ability a number of times equal
to your dexterity modifier (minimum of once), and you regain all
expended uses after finishing a short or long rest.

Maniac
Starting at 10th level, you become a whirlwind of destruction on
the battlefield when you rage. As a bonus action while raging,
you can enter a maniacal rage until the end of your turn. In this
state, if you use your full movement, you can make one melee
attack against each creature you passed within range during your
movement. Alternatively, when facing a creature that is Huge
or larger, you can unleash your fury in up to four melee
attacks against it. Only the first of these attacks is made
with your attack bonus, while the subsequent attacks
are made as off-hand attacks.

3 ‘80s Adventures
Warlock: Pact of Greed spell save DC or drop one item of your choice that it is holding
or carrying. You may then move the item up to 10 feet in any
Your patron is a being of immense greed, whether it’s a deity of direction.
wealth, a fiend obsessed with riches, or an otherworldly entity
that thrives on the material desires of mortals. Your powers help You can use this feature a number of times equal to your
you exploit the greed in others while filling your coffers, no Charisma modifier (minimum of once). You regain all expended
matter the cost. uses when you finish a long rest.

Enchanted Goldpiece Gilded Cage


At 1st level, you enchant a single gold piece through a ritual Starting at 10th level you can cast “Wall of Stone” as a 5th-level
granted by your patron. This gold piece becomes your spell focus spell once per long rest without expending a spell slot. The wall
for Warlock spells. You can only have one enchanted gold piece at appears as a gilded cage and any creature inside the cage when it
a time. As long as this gold piece is in your possession, you gain forms must make a Wisdom saving throw against your Warlock
one of the following benefits of your choice: spell save DC or be charmed by you. While charmed in this way,
the creature cannot attack you or your allies, and perceives them
• Magnet of Greed: As an action, you can throw the gold indifferently if it was previously hostile towards them. A creature
piece to a point within 60 feet. Up to a number of creatures may repeat this saving throw at the beginning of each of its turns.
equal to your Charisma modifier are magically drawn to On a success a creature may leave the cage. Any other creatures
it and must make a Wisdom saving throw against your remain bound within.
Warlock spell save DC. On a failed save, they use their
reaction to move towards the gold piece. Golden Touch
• Deadly Toll: If you do not already know the cantrip “Toll At 14th level, your patron grants you the power to transform
the Dead,” you gain it. When you cast “Toll the Dead” creatures into gold. As an action, you can touch a creature within
using your enchanted gold piece as the focus, you add your your reach and force it to make a Constitution saving throw
Charisma modifier to the damage. Additionally, if the against your spell save DC. On a failed save, the creature begins
target is holding more than 10 gold pieces or equivalent to turn to gold and is restrained. It must repeat the saving throw
valuables, the spell deals an extra 1d10 psychic damage. at the end of its next turn. On a success, the effect ends. On a
• Aura of Avarice: As a bonus action, you can activate an failure it is transformed into solid gold and is petrified until freed
aura around the gold piece for 1 minute. While active, any by the greater restoration spell or other magic.
creature within 15 feet of you has disadvantage on Wisdom
saving throws. While petrified in this way, the creature is incapacitated and
unaware of its surroundings. The
Binding Contract gold remains forever, but if
At 1st level, you gain the ability to form a magical contract with a anyone touches the golden
creature you touch. As an action, you can touch a willing creature statue (except to cast
and create a binding contract. While this contract is active, you restorative magic), it
always know the location of the contracted creature if it is within tarnishes and crumbles
1,000 feet of you. You can make the following types of contracts: to dust.

• A contract for the creature to take a specific action, or not Once you use this
take a specific action, such as attacking a town. feature, you can’t
• A contract to provide services, such as delivering goods, use it again
creating an object, or growing a crop. until you
• A similar contract as determined by your game master. finish a
short rest.
If the creature fulfills the contract, the contract ends. If the
creature breaks this contract, they are stunned until the end of
their next turn. Additionally, the creature becomes cursed. While
cursed in this manner, the creature has disadvantage on saving
throws against your spells. This curse lasts until the creature is
targeted by a remove curse spell, greater restoration spell, or
similar magic.

You can only maintain one such contract at a time.

Covet
Beginning at 6th level, when you hit a creature with a spell attack,
you may expend your reaction to attempt to disarm the creature.
The target must succeed on a Wisdom saving throw against your

‘80s Adventures 4
Magic Items Hairspray of Glamour
Wondrous item, uncommon

From wielding a powerful relic reminiscent of an ‘80s blockbuster This golden canister is adorned with tiny sparkling rhinestones
to harnessing a quirky device that echoes the innovative toys and and decorated with a purple finish. When deployed, it releases
technology of the time, these magic items infuse your campaign a fine, sparkling mist that seems to catch the light in dazzling
with a nostalgic twist. colors. By using an action, you can spray this mist onto your hair,
instantly transforming it into an impossibly voluminous and
Box of Speaking and Spelling perfectly styled coiffure that seems to defy gravity. The effect is
Wondrous item, uncommon impervious to wind, rain, and other natural elements, maintaining
This small, unassuming wooden box is elegantly carved with its impeccable form for the duration.
letters and runes from various languages. When opened, it
reveals a velvet-lined interior and a single, intricate mechanism For one hour after you apply the spray, any creature that can see
resembling a tiny music box with a lens at its center. you within 60 feet and attempts to resist a Charisma-based effect
from you will do so with a disadvantage.
As an action, a user can place the Box of Speaking and Spelling
on a flat surface atop any written text. The box magically The Hairspray of Glamour holds a maximum of 10 charges and
translates and reads the text aloud in a clear, articulate voice in expends one charge with each use. Once the last charged is used
one of three languages chosen by the user: Common, Elvish, the hairspray loses its magic and becomes a normal canister.
or Dwarven. The box can read any text that is in a language,
Spring of Walking
but it does not decipher codes, ciphers, or any language not
Wondrous item, uncommon
programmed into it.
This marvelous spring is made from a lightweight, silvery metal
The box has the ability to read text as quickly or slowly as the that vibrates with magical energy. When activated, the spring
user desires, and it can continue reading without supervision, begins to walk forward on its own, propelled by an unseen force.
following the text as if an invisible finger were guiding it. It stops Adventurers are known to use these metal coils for trap detection,
reading when it reaches the end of the text, when commanded to both alone or in groups of two.
stop, or after one hour of continuous reading.
When you speak the command word and place the Spring of
The Box of Speaking and Spelling can also spell out the words Walking on the ground, it animates and moves at a speed of 10
it reads in the chosen language, making it an invaluable tool for feet per round in a straight line. It can ascend or descend stairs
those learning to read or write in any of the three languages it and steep slopes, but it cannot navigate turns or bends.
supports.
The spring emits a faint, rhythmic rattle as it moves, similar to the
The box is capable of reading out text for up to four hours sound of a soft gong or a wind chime stirred by a gentle breeze.
each day. This duration need not be continuous but is used in Its movement is halted if it encounters an obstacle it cannot
increments of at least one minute. It recharges its ability to read climb over or under, such as a wall or a closed door.
aloud with the rising of the sun.
If you place the spring on a surface and there is no space for it to
move, it remains stationary until there is a clear path or until you
retrieve it.

5 ‘80s Adventures
Synth Scythe
Legendary, weapon (scythe)/musical instrument (requires attunement by a
Bard)
This elegantly designed scythe combines the lethality of a weapon
with the soul of a synthesizer, crafted for the bard who masters
both combat and melody. As a musical instrument, it grants the
wielder proficiency in Performance if they don’t already possess
it and can be used as a spellcasting focus for Bard spells. Upon
attunement, the wielder gains proficiency with the scythe as well
as tool proficiency for this instrument.

You gain a +3 bonus to attack and damage rolls made with this
magic weapon. Additionally, upon striking an enemy, the wielder
can, as a bonus action, release a burst of harmonic energy. This
energy inflicts 2d8 thunder damage to all creatures within 5 feet
of the initial target.

The scythe has 20 charges for the following properties. The scythe
regains 2d6+2 expended charges daily at dawn.

While holding this scythe, you can use an action to expend 1 or


more of its charges to cast one of the following spells from it,
using your spell save DC and spell attack bonus:

• Animate Objects (5 charges)


• Thunderwave (1 charge)
• Dominate Person (5 charges)
• Greater Invisibility (5 charges)
• Hideous Laughter (1 charge)
• Levitate (2 charges)
• Mass Suggestion (6 charges)
• Seeming (5 charges)
• Flame Strike (5 charges)

Worm of Glowing
Uncommon, wondrous item (requires attunement)
This enchanting, foot-long plush worm glows with a soft,
comforting light. Upon attunement, the bearer may use a
command word to cause the Worm of Glowing to emit bright
light in a 20-foot radius and dim light for an additional 20 feet,
lasting up to 8 hours or until dismissed.

Additionally, when activated the user can adhere the Worm of


Glowing to any solid surface as an action. The Worm remains
softly adhered for up to 8 hours or until a creature uses a bonus
action to detach it.
Vest of the Outback
Rare, wondrous item (requires attunement)
Crafted from rugged hide, this vest can be worn over light or
medium armor. While attuned it enhances the wearer’s armor
class by +1. The vest contains specially enchanted pockets
designed to hold up to twelve daggers, allowing them to be
stored without contributing any weight or bulk.These pockets
are invisible to all but the attuned wearer. A wearer can magically
summon any stored dagger to their hand as a bonus action.

Once per day the wearer can cast animal friendship without the
need for material components. This spell can only be used to
affect crocodiles, snakes, and jackals.

‘80s Adventures 6
Locations Maze of the Fey King
Hidden deep within an ancient, enchanted forest lies the
Within this chapter, you’ll find detailed descriptions of various
Maze of the Fey King—a sprawling labyrinth bizarrely sloping
locales, from neon-lit arcades and bustling malls to eerie summer
staircases and doors. The walls oare lined with creeping vines and
camps and high-energy dance clubs. Each location is rich with
luminescent fungi, casting a surreal, ever-changing glow on the
lore, offering a deep dive into its history, inhabitants, and unique
disorienting paths. The air is thick with the of exotic spices, and a
features. To help you weave these settings into your campaigns,
faint tinkling music, like a gentle music box tune, is ever present.
we’ve included a variety of adventure hooks that spark quests or
even entire story arcs.
Each opens on pockets of lush gardens, illusionary dead-ends, and
pocket dimensions each inhabited by strange fey creatures. From
Each location is designed to blend seamlessly into your existing
mischievous pixies to grumpy gnomes,, the maze is a sanctuary
world or serve as the foundation for a fully 1980s-inspired realm.
for those who follow the Fey King, a banished fey lord. Through
We invite you to use these locations not just as backdrops, but
the golden door at the center of the maze one will find the Fey
as dynamic environments brimming with opportunities for your
King’s Tower, a spellbound spire teeming with ivy and ancient
players to explore, interact, and uncover hidden secrets.
runes. The Fey King resides here, away from the prying eyes of his
enemies, attended to by a loyal cadre of goblins.
Iron Sands Beach
The Fey King is consumed by a quest to find an heir. Therefore,
On the edge of the great sea, Iron Sands Beach is a shrine to he frequently sends his goblin servants into the world to abduct
might, glory and physical prowess. This legendary beach is children, who are then tested for magical aptitude, cunning, and
renowned for its glistening black sands, that is said to enhance courage within the confounding passages of the maze.
the strength and vitality of those who train upon it. The beach
is always bustling with activity, from the clanging of metal as Adventure Hooks:
warriors and adventurers spar, to the shouts of encouragement
from spectators cheering on the athletes. 1. Local villagers hire the adventurers to rescue a child
recently abducted by the Fey King’s goblins. Can the
The beach is adorned with equipment for elite training. adventurers navigate the treacherous maze and return
Enchanted anvils for strength training, resistance bands that the child before they’re made an heir against their will?
become tougher as the user gets stronger, and punching bags that 2. The Fey King sends an envoy to the adventurers, offering
seemingly take no damage, even from the most powerful strikes. them untold riches and magical gifts if they bring him
Towering above the beach are the statues of the gods of strength an artifact that would solidify his claim to a Feywild
each flexing their muscles in a show of eternal strength. throne. But what are the ethical implications of aiding
him?

Adventure Hooks 3. A malevolent entity from the Fey King’s past threatens
to break into the maze and unseat him. The adventurers
1. The adventurers stumble upon a competition where
must bolster the maze’s defenses and confront the
participants must prove their strength in a series of
intruder, diving deep into the maze’s many riddles and
challenges. However, the final challenge is a battle
challenges.
against a magically animated statue of one of the gods,
which tests not only their physical strength but also their 4. A competing fey lord challenges the adventurers to solve
combat skills and teamwork. the maze in a single night for a prize of their choosing.
But this lord has rigged the maze with additional traps
2. The aged and wizened trainer sits on the sidelines never
and illusions, making an already challenging task nearly
speaking. It is said she trained the greatest heroes of the
impossible.
past era, but something happened that made her vow
never to train again. If the adventurers can solve her
mystery, maybe she will train them one last time, giving
them a temporary +1 to their strength score.
3. Magic-enhancement of strength is forbidden on the
beach, but one lifter is able to lift more than anyone else.
The adventurers must discover his secret and expose this
fraud.

7 ‘80s Adventures
‘80s Adventures 8
Gleeflings Gleefling
Mystical Origins. Gleeflings are a mysterious and fun-loving Tiny Fey, unaligned
fey creature, from an ancient forest few can find. Their doll-like Armor Class 12
stature leads some to believe they are a statue or mannequin Hit points 1 (1d4 - 1)
until they begin moving and chattering. Ravenously hungry, the Speed 10 ft.
creatures will eat as much as they can when left to their own
devices. STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 8 (+2) 12 (+1) 12 (+1) 10 (+0)
Dangerous Pets. Against the warnings of wiser folk, some
try to tame these creatures as pets. Even if it goes well for a Senses passive Perception 11
while, things always go awry if you let a gleefling in your house. Languages Common
And if they raid your pantry after you fall asleep, beware their Challenge 1/8 (25 XP)
transformation: it is not so cute and cuddly.
Feisty. The gleefling can take the help action. If it does so, it may hide
as a bonus action.
Combat Tactics
Small and easily frightened, Gleeflings prefer to use traps and Sunlight Sensitivity. While in sunlight, the Gleefling has disadvantage
tricks to fell their opponents, biting only to try and escape a on attack rolls, as well as on Wisdom (Perception) checks that rely on
creature’s grasp. If they are in combat with an ally or creature sight.
they perceive as friendly, they will aid that creature with the
help action as much as possible, causing little distractions like Snack Attack. If the Gleefling eats during the night, it transforms into
a Griefling.
knocking things over or making the enemy trip up to give their
friend an edge.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1
piercing damage.

Improvise Trap. The gleefling uses an action to create a small trap that
requires a DC10 perception check to avoid. The trap appears in an
unoccupied space immediately adjacent to the Gleefling, and deals 1d4
damage if triggered.

Reactions
Cold Split. If the gleefling is hit by an attack that deals cold damage, it
splits into two new gleeflings if it has at least 1 hit point.

9 ‘80s Adventures
Griefling Griefling
Spawn of Mischief. Unlike their gentle, fun loving predecessors, Small Monstrosity, chaotic evil
the grieflings are the impish mutation of the gleeflings that Armor Class 13 (natural armor)
gorged themselves. Grieflings love mischief, especially at the Hit points 17 (5d6)
expense of others. Imp-like in appearance, with stuffed-animal- Speed 30 ft., burrow 5 ft.
like round ears to disarm wary targets, the grieflings are a strange
mix of cuteness and malevolence. Although relatively easy to STR DEX CON INT WIS CHA
kill, they can be quite dangerous when they multiply, and they 4 (-3) 15 (+2) 8 (+2) 12 (+1) 12 (+1) 10 (+0)
are intelligent enough to find creative ways of creating more of
themselves. Skills Deception +3, Stealth +4
Damage Resistances acid
Malevolent Nature. Be warned, they have no kindness in them, Senses blindsight 60 ft., passive Perception 7
their only drive is to cause chaos and mayhem, heedless of any Languages Common
around them, and even careless towards their own well being. Challenge 1/2 (100 XP)
They might act friendly and adorable at first to lure you into a Pack Tactics. The griefling has advantage on attack rolls against a
false sense of security, only to trick you into a trap from which creature if at least one of the griefling’s allies is within 5 ft. of the
you may not escape with your life. Destroy on sight. creature and the ally isn’t incapacitated.

Mischevious. The Griefling has advantage on sleight of hand checks


and checks made to create traps.

Actions
Bite. +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hurl Trash. Ranged Weapon Attack: the griefling throws a small object
it has scavenged. +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2)
bludgeoning damage.

Improvise Trap. The Griefling uses an action to create a small trap


that requires a DC10 perception check to avoid. The trap appears in an
unoccupied space immediately adjacent to the Griefling, and deals 1d4
damage if triggered.

Reactions
Cold Split. If the griefling is hit by an attack that deals cold damage,
it splits into two new grieflings if it has at least 2 hit points. The new
grieflings have the same number of hit points as the original griefling’s
hit points.

Combat Tactics
More sturdy than their gleefling counterparts, Grieflings are
much more willing to get physical. However, being relatively
intelligent, and enjoying mayhem, grieflings will almost always
have a nasty trap prepared, or improvise a nasty accident during
a fight. From pit traps to lighting things on fire, grieflings aim
for maximum destruction and harm.

‘80s Adventures 10
Coming Soon:
80s Adventures from Dice Dungeons
Dive into the vibrant world of ‘80s Adventures, a captivating
supplement packed with exciting new content to enhance
your 5E game. Discover nostalgically thrilling adventures, new
subclasses for every class, and a treasure trove of fully-illustrated
magic items, monsters, spells, and player options.

What’s Inside 80s Adventures:


• 12 Radical New Subclasses
• 50 Totally Tubular Magic Items
• 30 New Spells inspired by 80s Music
• 50 New Monsters
• New Familiars
• 10 Versatile Lairs (like the mall!)
• GM resources for building an 80s inspired world &
adventure
• 30+ Locations, each with their own intriguing quests

The Module Experience:


The action doesn’t end with the book! Dive into five engaging
modules inspired by iconic ‘80s movies. From Curse of Garnet
Lake (inspired by 80s slasher flicks) to Camp Spellbrook
(inspired by summer camp comedies), these softcover adventures
feature engaging content and stunning art.

• Camp Spellbrook: A group of young adventuring campers


must band together to save the camp from greedy
interest. Get ready for some epic campfire tales and heroic
teamwork! (Level 1)
• Caretaker’s Descent: Your party is sent to check on a winter
caretaker and his family who have been eerily out of contact
in a remote lodge. Prepare for spine-chilling encounters in
this classic dungeons crawl! (Level 8-10)
• Curse of Garnet Lake: Investigate a series of grisly murders
at a sleepaway camp where nightmares come to life. Can
your party uncover the truth before it’s too late? (Level 3-5)
• Rhythm of Rebellion: Dance your way to victory! In a town
where music and bards are banned, your team must ignite
the rhythm of rebellion to restore the town’s lost spirit.
(Level 2-4)
• Wintertide Lockdown: Trapped at the top of a merchant
guild town under siege by extremist orcs, your party must
outwit and outfight the invaders in a high-stakes holiday
showdown. (Level 3-5)

Coming Soon:
If you enjoyed the creativity and excitement of this previeew, 80s
Adventures will take your gaming sessions to the next level of
awesome!

Back the campaign now and get ready to relive the 80s like never
before!

11 ‘80s Adventures

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