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The Claws of Madness (5e)


4.33 (3 reviews)

The Claws of Madness is a standalone 5th Edition adventure carefully designed for a group of 1st-level heroes, including new monsters, magic items, and a thrilling story arc. Edited by Michele Carter (co-editor of the 5th Edition Player’s Handbook), this dungeon crawl combines the best elements of classic adventures with fresh new exciting avenues. The story in this book also provides the perfect base for an epic, long-running campaign suitable for higher-level characters, in which the heroes unravel the dark mystery of the mythical Hand of Narkul . . .



For centuries, Aelmor Monastery near the port town of Sestone was a safe haven for scholars, monks, and pilgrims seeking enlightenment, its renowned library home to an enormous collection of ancient manuscripts, tomes, and peculiar writings. After suffering a devastating attack at the hands of a possessed monastery elder, Aelmor fell into ruin, its troubled past forgotten. When villagers start disappearing and turn up horribly mutated days later, fear takes a grip of Sestone. What sinister forces are at work? And to what end?

  • 40 pages
  • Exciting dungeon crawl with new monsters & magic items
  • Drop into any existing campaign, easy to modify
  • Perfect basis to build a long-running higher level campaign
  • High quality maps, illustrations and cover artwork

What our customers say:

“Easily the best product I’ve Kickstarted in years”
“I was thoroughly impressed”
“Really a great introductory adventure, with a ton of mystery for everyone.”  

© 2016 LoreSmyth – Cover artwork by George Stratulat

Additional information

Weight N/A
Dimensions N/A

Softcover, PDF

3 reviews for The Claws of Madness (5e)

  1. Ancient Sage

    Review is for Pathfinder Version!

    This is my first experience with Loresmyth, and all told, I’m impressed. There’s a lot to like here!

    Claws of Madness gives your party a solid base of operations from which to begin, well thought-out NPCs to interact with, and a thematic adventure to play through, culminating in a dimensional rift to an alien place warping space and time. Encounters and locations are interesting and creative, maps are excellent, and the adventure flows well. There are a few options available for those intreped adventures willing to venture off the beaten path, but for the most part, the adventure progresses lockstep. Opportunities for non-combat role-playing abound. Whlile varied replayability is low, the module is generally well-written and evocative, with a lot packed into 32 pages.

    However, the atrocious editing becomes a serious distraction and detracts from the quality of the product, leaving an impression of a shoddy “first draft”. Yes, this editor may have worked on the 5th Edition PH, but the missed typos and grammatical and syntactical errors here are indicative of a rush job.

    As well, unfortunately, there are conversion issues apparent from 5E to PF. For instance, “attunement” and item scarcity are mentioned in the magic items appendix, yet neither exists in Pathfinder.

    It’s a testament to this subtance of this product that despite these glaring flaws, it’s still a solid 3-star adventure. If these issues were to be corrected, it would fall into 4.5 to 5 star territory.

    I look forward to reviewing additional Loresmyth products. Game on!

  2. guoccamole

    This is a great first adventure for any DM with a taste for Lovecraft (or not). It’s also a great adventure to kickoff a campaign. It has a balance of interactions for the party members. The play starts in a small fishing village with plenty of characters and (unfortunately, but great plot hook(s)) missing villagers. Then the adventure transfers to a creepy unoccupied (cough cough) island a good bit offshore with… ancient secrets. Once on the island, any DM can amp up/down the action, add/tweak the island to suit their campaign depending on which directions they would like to emphasize in their campaign, e.g., pirates, monsters, undead, arcana, or epic corruption (Lovecraft). (I made the corruption the seed for a brewing chaos incursion in my campaign.) IMO, it’s a beautiful campaign kickoff because it’s totally standalone and self-contained (great for beginning DMs) but has so many creativity levers to customize for one’s own campaign. And it’s a great way to establish Chaos Gods (a la WFRP, Lovecraft Mythos, or any mythos) into your campaign… with a soft, L1 survivable yet ominous touch.

    Artwork is beautiful. Digital maps are a bit dark (paper is fine). Flavor (touch of Lovecraft) is great. Very controlled yet atmospheric settings. Open-ended plot hooks for campaign kickoff tuning. So…

    Great adventure for beginning DM seeking rich flavor, including unique Lovecraftian corruption (yet survivable for Level 1 adventurers). Variety of potential open-ended plot hooks to DM taste. Highly recommended.

  3. Benson Pearson

    Used this adventure for a brand new group of players for DND and myself as a new DM. The adventure was easy for the players to pick up hook wise and flexible enough for us to go off the rails slightly but still tie it back into the adventure as a whole. Couldn’t recommend this enough and have already purchased the second part to run after.

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