"A real sense of a world and a story to explore" - current player review
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Pick up your guns, and save the Material Plane!
- Blast your way through a dying D&D weird west, with new firearm-themed magic items, spells, and subclasses
- Fight an enigmatic cult, set on making the apocalypse even worse
- Track down mysterious tarot cards and solve the puzzle of creation
- Prevent (or abet!) an inter-planar jailbreak
- Mind Flayer Train Heist
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At the centre of the Great Wheel lies the Material Plane, and at the centre of the Material Plane is Sigil. A flying city of portals, the City of Doors has closed. The gods have decreed that The Reckoning has come and the Material Plane's time is over.
All that is left now is the Endlands, immeasurable leagues of sunless wastes, fled by all who can escape to the Outer Planes. But something else moves in the shadows. Might there be something worse than the end of the Material Plane after all?
In this mash-up of Planescape and Stephen King's Dark Tower epic, you will explore a reality moving on, discover the secrets of its creation, and decide its fate once and for all.
Your heroes have come together from across D&D's time and space to a land of sunless light, unpredictable magic, and guns. Lots of guns. Let's hope you're quick on the draw.
Built for players who are comfortable with 5e and excited for a twist on its core rules, Spireward Bound follows a semi-episodic structure. Every few sessions, your characters are confronted with a new, exciting situation on your journey, each of which is designed for open-ended adventure.
Our adventure is well underway, but there's room at the fireside for more travelers! Our Tarot Hunters are now about halfway through their quest to the Spire, coming to believe they have to save all of creation from the hunger of the Crimson King. They have just taken the very first steps in pursuit of the Justice Tarot...