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.
Besides using the default backdrop of the Broken Cosmology, these adventures could also be dropped into an existing Planescape or other planar setting, or almost any other setting, with little change to the crunchy details.
They could be run in a series or as standalone adventures. (Granted, I need to finish the series first to run the whole series!)
So why genies? Genie are formidable, intelligent, and highly magical foes that should prove challenging for PCs, whether these adventures are run as dungeon crawls, intrigues, or heists.
As there is no D&D without dungeons, each adventure features a palace “dungeon” and its surrounding environment, unique in terms of appearance, construction, traps, treasure, monsters, layout, and surprises.
And as there is also no D&D without dragons, each adventure also features a variation on a particular dragon to surprise experienced players.
With the exception of existing spells, I’ve included everything necessary to run the adventures in order to minimize flipping through books or browsing websites: in the adventure and its appendices, there are full monster stat blocks, new feats, new spells, new magic items, and important rules. That just how I like to run adventures—everything at my fingertips.
The adventures were fun to run, and resulted in some of the funniests PC deaths.
The first and second adventures are available on DMs Guild.
The third in the series is in the works, followed by the fourth and final heist, plus the denoument of the series.
I have kept the artwork minimal in these to keep costs down—mainly what is needed to run the adventure, like maps.
I’m also considering, when all four are done, of re-releasing them as a single mini-campaign book for 5e or OSR or system neutral versions. Or Crimson Dragon Slayer D20?