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Warlock Lairs: Into the Wilds for 5th Edition

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The Wilderness Calls

The bugs gather in thick, buzzing clouds, constantly biting. The leaves twist in the breeze, casting strange shadows. You almost stepped in some weird monster scat. Life is good. You're on an adventure:
•Brave the untamed wilderness, meeting new people and discovering strange creatures
•Explore lands all but forgotten, from the blasted Wasted West to the lush Arbonesse to the harsh Northlands
•Throw yourself into 18 wild adventures!

Warlock Lairs: Into the Wilds presents fourteen wilderness-themed Warlock Lairs, collected here with four brand-new adventures. Ranging from 1st to 10th level, there's so much to discover. The opportunities for secrets and treasures are great--and so are the risks. But you wouldn't have it any other way.

Explore the wilds of the Midgard campaign setting or worlds of your own creation!

176 pages, Hardcover

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About the author

Scott Gable

33 books35 followers
Editing and publishing speculative fiction gives me all the fuel I need. Keep an eye out for new and weird releases from Broken Eye Books!

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Displaying 1 of 1 review
Profile Image for Brian Wilkerson.
Author 5 books30 followers
July 28, 2025
I really like this book, and it is because it is more of a “building blocks” sort of thing than a “paint by numbers” thing. It is the ideal aid for improvising.

Each chapter contains the blocks to build the adventure, but the game master needs to put them together during the session itself. They are short enough that you could read through one in about 30 minutes just to get the gist of what it is about and then set the book aside and run the adventure without it.
That is what I like so much about it.
The basic elements of the adventure are simple enough to remember, and while there are sections set-apart for reading to the players, they are often accompanied by “read or paraphrase”. So, you have something that you can read word-for-word, if you want to do that, or you could alter it to fit your own idea.
There is no “campaign setting” chapter to read through and that is separate from the adventures themselves. Each adventure is largely self-contained.

The chapters start with several paragraphs of background info, several suggestions for adventure hooks and then the adventure begins. What follows is advice on events that could took place to build out the story, but it is setup in a way that the game-master isn’t locked into a specific set of events, more like a nature-trail then a railroad. There is a map of the dungeon, with details for each room, and advice on how certain rooms might influence other rooms, and then suggestions on how the adventure could end.

My only gripe about this book has to do with the creatures listed. This book is set in the Midgard setting created by Kobold Press (do I have that correct?), and so there are many references to other books, such as “Creature codex” and “Tome of Beasts”, which I don’t have, and so I would have to replace them with either D&D Monster Manual entries or homebrew. This is a small thing because, as I said, this book seems designed for flexibility anyway, so I don’t really mind that.

Trickster Eric Novels gives “Warlock Lairs: Into the Wild” a B+
Displaying 1 of 1 review