Tyranny of the Cosmos Act II: The Star-Hoard Heist
Summary:
Board a feared astral vessel, outwit its defenders, and claim the prize needed to keep the planes from unraveling.
Description:
As the Cult of the Dragon’s ritual sends cracks through the Great Wheel, a second mission begins far from the Sword Coast. The heroes follow planar clues to a notorious spelljamming ship carrying a hoard powerful enough to alter the fate of worlds. To reach it, they must bargain in strange ports, slip past brutal guardians, and turn the crew’s own schemes against them. Success may give the multiverse a fighting chance; failure hands Tiamat’s allies a weapon beyond mortal scale. Characters begin at 5th level.
Mechanical armies surge across the planes as the heroes race to restart the order that keeps reality from collapsing.
Description:
Across the Outlands, an ancient planar cycle has begun far too soon. Gate-towns brace for disaster as countless modrons abandon their expected paths, overwhelm settlements, and impose alien logic on everything in their way. The characters must follow the trail of fractured hierarchies, discover who or what forced this catastrophe into motion, and choose whether to repair the cosmic order or bend it long enough to save innocent lives. Designed as Act III of a linked planar saga, but playable on its own. Characters begin at 8th level.
Tyranny of the Cosmos Act IV: The Iron Heist of Dis
Summary:
In a city of fire, iron, and suspicion, the heroes must steal an infernal relic before devils turn the trap against them.
Description:
The trail descends into Dis, the second layer of the Nine Hells, where towers of black metal rise above streets watched by spies, soldiers, and worse. Somewhere inside Dispater’s fortress-city lies a Planar Anchor, an artifact capable of strengthening the bonds that keep Tiamat imprisoned. The characters must decide how to breach the Iron City: disguise, negotiation, sabotage, or open assault. Every bargain has a hook, every ally has a price, and every mistake draws infernal attention. Designed as Act IV of a linked planar saga, but playable on its own. Characters begin at 11th level.
At legendary power, the heroes hold the Astral Sea against infernal forces as a final ritual threatens every plane.
Description:
The timelines have snapped back into place, and the characters remember every impossible life they have lived. Now their full strength awakens as the last battle erupts beyond Toril. While another band confronts the Cult at the Well of Dragons, this group must fight through collapsing portals, broken laws of magic, and armies pouring from the Nine Hells. Their mission is to cut off reinforcements, break a divine-scale manifestation, and decide what sacrifices are worth making when victory could reshape the planes. Designed as the finale of a linked planar saga, but playable on its own. Characters begin at 17th level.