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The Doom Portals Complete Bundle A&B

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The Doom Portals Complete Bundle A&BPublisher: Dungeon Masters Guild

About the Doom Portals Storyline:  In the Trackless Sea a sunken shrine sparks a war for the Toril’s fate and revenge.  Strange objects from ancient Thay emerge in the chaos, leading to a lost tower of god-like power.  Who can shut these doomed doors, and who can be trusted when mages go to war?

Twelve Fifth Edition Dungeons & Dragons adventures for 1st-19th level characters (1st draft; DP-AB Storylines).  Normally about 12 bucks (.99 each), this COMPLETE storyline with both the A and B optional alignment tracks is about half-off at 5.99 (about .50 each) and includes the optional starting adventure Blood-Kin (DP-1AB).  About 300 pages.  [If you want to see the adventures, click on the author's name, Barbarossa, each one is indivdiually available for sale and previewable] 

The Doom Portals storyline is twelve adventures.  There are two finale adventures and ten adventures with connections and teases for both finales.  Four adventures are “designed” with good alignments in mind and four are designed with evil alignments in mind.  Each adventure can be played as a standalone with suggested adventure hooks to usher the Party into the module.  Adventures can be played based on their suggested alignments, or straight through, or some mixture.  Moreover, the adventures have timeline and experience gaps to allow side, non-Doom Portal adventures in the hope it makes integration into standing games or other modules easier.  Either or both finales can be played in any order, though The Islands of Insanity is the dominant plotline.   

  1. Blood-Kin (DP-1AB):  In Blood-Kin Players have numerous social encounters with a tally kept of their basic positive or negative response to an NPCs road to revenge or justice—and to alternative endings.  The module allows the Players to optionally have their alignment defined by how they react to these moral and ethical choices.  I also wanted to add a wanderer aspect where the Player could tool about the Silver Marches with the impression they had the open road in front of them. 
  2. Blade Bizarre (DP-1A):  This adventure was for a good leaning Party.  Basically, most people they meet are suspicious, but have no interest in combat.  Additionally, there is a crazy NPC optional encounter which gives solid clues but is highly annoying, testing the patience of these good leaning Players.  There’s a mechanic for a dance battle to avoid combat with mutated skeleton orcs where bards can take the lead.
  3. 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. 
  4. 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.
  5. Betrayal at Devilsfall (DP-2A):  A negotiation table lets Players try their hand at diplomacy while unarmed.  They’re unlikely to fail but the various results have some consequences.  There’s also a murder investigation which misdirects meta-gamers, and rewards players with investigative characters. 
  6. The Lonely Tower (DP3-A):  Most heist adventures are low information.  In this heist the Players get almost all the information up front.  They get to plot their robbery and execute it free from most “surprises” which are standard.  The one catch is a high-level enemy practicing hit-and-run tactics while attempting to contact an army.  Players also get a number of ways to finish the heist and escape.  They also get a one use siege weapon to play with and a large horde of high level treasure rather than a balanced haul.
  7. 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.
  8. 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. 
  9. The Hidden War (DP-4A):  Again the Players are faced with powerful shapeshifters.  This one is about secret knowledge.  Players all get secret information handouts and one Player is actually a infiltrator (super shapeshifter).  The other secrets throw suspicion on other Players.  Driving action and options to play with an airship distract from wise questions.  Alternate endings are sketched out for Players losing the final battle.  XP bonus for all Players if the infiltrator plays his part well.
  10. 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.
  11. Islands of Insanity (DP-6AB):  A mini-campaign designed to work as a wrap around story.  Each Island is a separate adventure with only a few requirements placed on it.  The module provides an demi-plane type sequester with a wilderness area in which adventures can be inserted.  The primary goal is to allow a sampling of different adventures and/or different DMs through the wrap around adventure.  Since, those various DMs might come from the Players’ group much of the spoiler material has been relocated or deleted in a Redacted Copy of the adventure.  The end fight is a crazy, epic battle in which multiple unique and strange items or features could be employed.  There are two example adventures included.  Ending options including a way to lose, reset the Party, go onto another setting, or return to original setting and continuing as normal.
  12. 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: $5.99

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