
Normally about 6 bucks at .99 cent for each of these six adventures, save $2 buying this bundle at about 4 bucks. The "B" or "evil" aligned leaning adventures of the Doom Portals Storyline. 6 adventures, about 168 pages, 5 adventures and 1 mini-campaign finale. The Kobolds' Gem, The Sands of Ascore, They Know, To Catch a Thief, The Whispered Word, and The Lost Tower.
- The Kobolds’ Gem (DP-1B): This one was for an evil leaning Party and mostly allows them to avoid combat if they just talk. It has an encounter with non-combative Drow who are morons, since I have never heard of a dumb drow played for laughs. There’s also a heavily talkative kobold, who baits players into undermining their own goals to be a “suffer no fools” character. Of course, they are also murderers and slavers, presenting the question of whether the Players draw lines of demarcation on their evil. This is a heist so there is a deception, a robbery, a chase, and a minor betrayal.
- The Sands of Ascore (DP-2B): This is all about temptation. There are great rewards promised at low level, but the whole setup is an obvious manipulation by a chaotic, fourth wall breaking stand-in for the adversarial DM of lore. This NPC literally knows the entire dungeon but may or may not help on a whim. There are cursed fake jewels and there is an evil shrine which randomly kills or rewards everyone. This adventure is intentionally punishes the greedy, and alludes to the lethal early D&D adventures without going full ToH.
- They Know (DP-3B): This escape adventure is all about distrust. Almost every character is not what they appear to be. Additionally, the Players are surrounded by powerful shapeshifters to create paranoia. The Players can freely explore multiple locations at their choice. At the end fight the players are faced with an ally NPC, a shapeshifter of an NPC they know to be dead, and optionally a NPC who is secretly been recruited by the shapeshifters since they first met him at the beginning. This can be played as a survival marathon or a slow-burn mystery.
- To Catch a Thief (DP-4B): This is a pure theft investigation where the Players rush into an overpowered final battle with a number of environmental solutions for the threat. It has optional combat encounters and an alternate ending for failure. This adventure has a number of carousing tables and notes for a night on the town.
- The Whispered Word (DP-5AB): Here the evil side and good side of the storyline merge and the recurring NPCs have a resolution for their conflicts. This adventure is about doing the wrong thing for the right reason or doing the right thing for the wrong reason by keeping a politically important NPC from risking their life against a powerful villain terrorizing the city. They then get the real option of turning over the NPC for a reward and/or to end the terror, which they could choose to do. The alternate endings rewards are more valuable or serve a greater good. The final fight is supposed to be a mini-epic battle with option to bring in aspects and NPCs from prior adventures.
- The Lost Tower (DP-7AB): The Lost Tower is a mini-campaign. This is a back story and mechanic for a mysterious tower and the objects connected to it. So, a series of magic-like items linked to a mystery. The adventure is designed to work as a through story arc or a guideline for DMs using the tower mechanics. Each Part can take place chronologically or be broken up by side quests interrupted by the constant return of the forces seeking the items the Party has acquired. The primary goal is to allow a sandbox-like adventures with outside forces driving the through story arc, additional Players get to toy with strange items unique to this adventure. Various small references have been woven into almost every adventure, but this could be a standalone, an additional storyline in a homebrew, a direction to go after an alternative ending to The Whispered Word, or an adventure played before Islands of Insanity. Additionally, this story arc has and easy, medium, and hard end fight with multiple optional twists. Finally, win or lose, there are multiple alternative endings for the DM play with.
Price: $3.99