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- 408. To Smite A Fiend: Part Three. Great evil once more looms over Holdenshire as Hell is unleashed on the countryside by the wizard Kalle Sirkesalo’s reckless ambitions. It is up to the adventurers to put a stop to it, but as before they’re not alone in the fight and this time help comes from the very heavens above. The divine war so unbalanced by the mage’s summonings has taken nearly all of the Angelic Fane’s resources, but if the party is able to defeat some of the greater blasphemies spread across the realm, the celestials can transform the power from those broken entities to grant the PCs potent blessings. More importantly, with the appropriated power of all four fiendish presences, the adventurers will be able to seal whatever planar rift is within the wizard’s tower. The order in which the party tracks down and fights the worst of the horrors unleashed upon the land is up to them, but as days go by and the townsfolk turn to them for help the more reliable the rumors and hearsay become. This PDF contains Act 2 (for 4 PCs of 11th level) and continues the thread from To Smite A Fiend: Part Two, including 5 celestial blessings, fiendish fire trap, 3 combat maps, agonized kyton (CR 14), blood golem (CR 7), hydrodaemon (CR 6), infernal dwarves (CR 4), infernal mammoth (CR 6), khalkoi spawn swarm (CR 6), kyton (CR 12), and warmonger devil (CR 6).
- 407. Monster Combos. Assailing adventurers with a mix of monsters is a tried and true tactic for making an encounter more exciting—but what if together they could do more? Enter Monster Combos and add creative ways to bring synergy to the creatures the GM takes to battle! Turn two elementals into one lethal amalgamation with Elemental Fusion, surprise the PCs with a shield guardian draped in the False Regalia of a rug of smothering, turn a whole flock of birds against a party duking it out with a harpy with Shrieking Song, and deviously work out how to include all 15 of these excellent combos into the next campaign! Dastardly designed by Andrew Engelbrite, illustrated by Rachel Maduro.
- 406. Enchanted Trinkets: Haunted Keepsakes. An object is often what bars the way when a living creature dies but is denied its eternal rest. These 12 enchanted trinkets represent some unfinished business the creature had in life, such as a work of art left incomplete or an arrow that never found its mark. When a new owner acquires the keepsake, the spirit that haunts the item urges them to complete the task it left unfinished. Should the owner do so, they may receive a supernatural boon as a reward for helping the spirit find peace. Dreadfully designed by William Fischer, illustrated by Gui Sommer.
- 405. Mini-Adventure: Lucky Copper Inn. The day of adventuring has been long and arduous, but the party have proven victorious and enjoy a night of reverie in the Lucky Copper Inn. Following a good night’s rest they set out again, this time upon a new quest, making it within 10 miles of the next town and bedding down in the wilderness to prepare for another trek tomorrow—only to awaken at the Lucky Copper Inn. No matter where they go every morning their surroundings are the same no matter where they sleep! This supplemental adventure for 4–5 PCs of 5th–9th level was dreamily designed by Andrew Engelbrite, illustrated by Indi Martin, and features the cartography of Dyson Logos.
- 404. Villain Spotlight: Illusive Fool. Fascinated with a traveling illusionist in his youth, after mastering rudimentary lessons Adrano pursued magic with a fervor and perseverance that made him an excellent student at the Illusionist Guild—until he came upon the books. These tomes quickly became the prodigy’s new obsession, driving him to abandon his studies and abscond with the curious volumes. Since then Adrano has continued to read through the strange books, gradually drawing a massive ritual across the countryside that when completed will bring their unholy author into the Material Plane to spread chaos, death, and ruin! Deviously designed by Joseph Colman, illustrated by Ellis Goodson.