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

"The party will be dealing with a coordinated and professional opposition, and the book does a good job making the encounters and NPCs interesting while not forgetting that. There's a great deal of time spent laying out for referees the various resources the Eld (evil space elves from hell, with Melniboinean flourishes) have at hand and how they use them."

--John Bell, The Retired Adventurer

