Far, far from the low magic, investigative horror setting of “Beyond Thule“, six years ago, I game-mastered a short mid-to-high level, high magic fantasy campaign to put the then-new D&D 5e system (and my players) through the paces.
Set in the Broken Cosmology, a post-apocalyptic version of the Multiverse, the player characters are sent on missions to retrieve powerful artifacts to restore order to the cosmos.
These artifacts are held in four different genie palaces: the Alabaster Palace of the Dao, the Coral Palace of the Marid, the Marble Palace of the Djinni, and the Obsidian Palace of the Efreeti.