Mini-Dungeon Collection #080: Time Out of Joint (5E) PDF

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A 5th Edition Mini-Dungeon adventure for 4-6 Characters Level 16-17

Far below ground, in remote caverns laced with weblike strands of adamantine and mithral, the party finds a colossal cave-in and scores of dead drow, duergar, and dwarves. Searching finds no metallic items; not a scrap remains. Checking the corpses reveals all traces of iron and other metals are removed from their blood, bones, and organs. Clearing a path from the caverns uncovers a 40-ft. square onyx and gold panel. If touched, it becomes 40 stairs into a ship, a piece of the astral plane encased in platinum. It’s mining for supplies after the maruts hunted down three leaders in an Underworld war who looked to exterminate their foes, thus showing an ancient prophecy meant their immortality, not a new beginning. The astralnauts are keen to restore neutrality wherever they go, and the maruts are suspicious of non-resident creatures wishing to be on the plane as it usually means they’re trying to evade natural functions.

Mini-Dungeons are single page, double sided adventures for 5th Edition which are setting agnostic and are easily inserted anywhere in your campaign.

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4.00/5 (based on 1 rating)

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An Endzeitgeist.com review

4/5

This pdf clocks in at 2 pages and is a 5E-mini-dungeon. This means we get 2 pages content, including a solid map and all item/monster-stats hyperlinked and thus, absent from the pdf, with only deviations from the statblocks being noted for the GM. Oh, and the series now comes in an archive that also contains...*drumroll* a .jpg-version of the map, in both GM and player-friendly versions!

Since this product line's goal is providing short diversions, side-quest dungeons etc., I will not expect mind-shattering revelations, massive plots or particularly smart or detailed depictions, instead tackling the line for what it is, a helpful tool in the GM’s arsenal. Got that? Great!

This being an adventure-review, the following contains SPOILERS. Potential players may wish to jump to the conclusion.

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Still here?

All right!

Within the underworld, in caverns laced with mithril and adamantine, the PCs find a cave-in, lots of dead folks, and a panel – touching it manifest as an astralnaut’s ship devoted to neutrality – and no less lethal in spite of that. The module makes great use of Tome of Beasts’ expanded creature array. The adventure comes with a brief random encounter table and strategies for roaming foes and defenses. I did find myself wishing we’d get proper vessel-stats for the astral ship, though – we just get the planar traits, which is cool, but yeah.

Conclusion:

Editing and formatting are very good, I noticed no significant glitches. Layout adheres to a beautiful 2-column full-color standard and the pdf comes sans bookmarks, but needs none at this length. Cartography is full color and nice. Huge plus: We get a GM AND a Player-version of the area in which this takes place, providing full VTT-friendly compatibility.

Stephen Yeardley provides a fun and uncommon module, though one that could have used vessel-stats instead of page #2’s artwork. The conversion by Chris Harris and Kyle Crider is neat. My final verdict will clock in as 4.5 stars, rounded down for the purpose of this platform.

Endzeitgeist out.



Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS; etc.

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