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Destination Unknown (SJ-DC-TRIDEN-MW3)

Publisher: Dungeon Masters Guild

Every single soul in Alphaspace has been harvested. To reclaim their stolen essence, the crew of the Airship Carrier Medusa must embark on a journey through a rip in the fabric of reality. Will you guide them safely through the unknown?

Destination Unknown is a four-hour action-packed Spelljammer Adventure for characters of levels 11-16.

Get the adventure that comes directly before this, Danger Zone!

Inside you’ll find:

  • A 15-page long adventure that can be experienced as a one-shot, or a satisfying continuation to SJ-DC-TRIDEN-MW2 Danger Zone
  • A simple to run and straightforward adventure! The previous adventures in this series leaned into the ship-to-ship combat aspects of the Spelljammer setting. This adventure feels more like traditional D and amp;D, and will be in your players' comfort zone.
  • A map of key gravitational bodies in the Astral Sea with different encounters along each route, to add replayability to the adventure.
  • Guidance on how to adjust encounter difficulty (all the way up to Very Deadly for the final encounter)
  • 6x NPC portraits
  • Stat blocks for all NPCs and monsters
  • An organized 53-page PDF containing all of the above, with separate compressed map and artwork files for easy use.
    • 15 pages:  core adventure
    • 18 pages:  artwork, maps, and handouts
    • 12 pages:  NPC stat blocks
    • 8 pages:    character rewards, DM miscellany, storytelling tactics and notes, etc.
CONTENT WARNING: Genocide, Memory Loss, Possession, Space Travel, Spiders, Suffocation, Underwater Travel, War

Adventurers League: This is a Spelljammer Adventure set in an original Wildspace system, created through the Adventurers League Dungeoncraft program. This is an Adventurers League legal Tier 3 Adventure.

[SPOILERS AHEAD] What your players will experience in Destination Unknown

The Gods in the Shadowfell

The war in the Shadowfell has begun and Raven Queen needs your help to fight against Vecna's forces. Your players have a chance for their characters to interact with this mysterious deity and help her. Immerse your players in this encounter with the Raven Queen as the safety of reality hangs in the balance.

A World Being Disintegrated by Time

Not only did Vecna's Ritual absorb all the souls in Alphaspace, but it also created a temporal anomaly there that is causing time to move exponentially faster in other places here. Because of this, Alphaspace's sun, Genova, is going supernova! Watch your players figure out how their characters are going to retrieve the Sword of Destiny from a planet that is about to become incinerated by the sun's expansion.

Jumping from Gravitational Bodies

After retrieving the Sword of Destiny, the characters must help the Medusa navigate across the Astral Sea to a rip in reality located in Amaunator's Belt. Multiple routes can be taken from Alphaspace to the Reality Rip that serves as the entrance to the Shadowfell. Listen to your players discuss the different routes and make tradeoffs between getting the Medusa through the Reality Rip quickly, versus getting it there in one piece.

A Big Bad Evil Guy

Where the Raven Queen and Vecna are involved, Orcus is not far behind. He intends to prevent the Medusa from reaching the Reality Rip. The final encounter in this adventure features a fight with Orcus in the Hangar Deck of the Medusa, either in the middle of multiple temporal anomalies or amongst haunted spirits (depending on which route the characters took). Unleash Orcus at full strength (the available Very Deadly setting), or at the right level of difficulty that will joyfully challenge your players as their characters fight against the Demon Prince of Undeath!

Pillars of Play Composition

Combat: 50%

Social: 20%

Exploration: 30%

Sample Pages

About the author: Brian’s love for the world of D and amp;D started in 2000 with the PC game Baldur’s Gate, countless RA Salvatore novels about Drizzt and the companions, and naturally Baldur’s Gate II: Shadows of Amn. He started playing and running games for 5e in 2020. He enjoys running adventures with consequential player choices, a tight connected story, and a chance to learn more about the lore in D and amp;D.

His first set of adventures, The Thin Veil Trilogy, involved reading more than 500 pages of materials from older editions to make sure that the way Planar Bleed and Planar Metaphysics, the Shadowfell, and Vecna were described were true to lore. Researching and finding ways to inject life into older stories is something he very much enjoys.



This post first appeared on D&D Tomb, please read the originial post: here

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