Monsters & Mayhem Foundry Collection

In Stock
Regular price $29.99 $39.99 | Save $10.00 (25% off)
/
-10

Monsters & Mayhem Foundry Collection

both 5e and PF2e - $29.99
  • both 5e and PF2e - $29.99

PRODUCT DETAILS

Monsters & Mayhem features two adventure arcs and two stand-alone adventures designed for both Pathfinder 2e and the 5th edition of the world's most popular roleplaying game. It contains the following:

  • The Raiders of the Meshken Wastes adventure arc
    • The Infiltration of Fort Khervor - level 6 adventure
    • Blazing Sand, Searing Water - level 7 adventure
    • The Mystic and the Chieftain's Strife - level 8 adventure
    • Dwellers of the Desert - ten new giants and beasts of the desert
  • The Devil Is in the Details adventure arc
    • Time to Toss the Dice- level 9 adventure
    • Dance with a Devil - level 10 adventure
    • When Fire Meets Ice - level 11 adventure
    • The Diabris Devils - ten new fiends
  • Ambition's Everlasting Flame - level 13 adventure
  • Fate of the Dragon Queen - level 14 adventure

When you purchase the module, you'll receive one Foundry pack that contains the content for both 5e and Pathfinder 2e.

Monsters & Mayhem for Foundry VTT includes:

  • High-resolution tokens and complete stat blocks for each of the unique monsters in this adventure arc.
  • Highly detailed immersive adventure maps for all three adventures.
  • Journal entries for the entire contents of each adventure in the arc.
  • Scenes pre-configured with walls, lights, and tokens already placed for game master convenience when running the adventures.

The Raiders of the Meshken Wastes Adventure Arc

Deep in the desert there dwell monsters that can only be described as legendary. From their proportions to their powers and even to their very origin, they carry a rare mystique about them. The people of the desert know that they are an ever-present danger, though one that is rarely ever seen. But to those unfortunate souls who live in Arenpet, that danger is about to make itself well known.

These monsters are the desert giants. They are a shamanistic people who make their living in the deep wastes of the desert. Among them are their mighty shamans and druids who command the very forces of nature within the desert; these fearsome individuals hold power over the temperature and sands of their home, and the greatest among them can even draw the water out of a living thing. And the most tragic thought of all: they are not even the most fearsome of the giants. No, the powers their chieftains hold truly shock those who witness them…

Regardless of their motives, regardless of their reasons, a tribe of desert giants is threatening Arenpet. If the people are to be spared from a certain grisly fate, a group of adventurers will need to venture into the wastes and confront these giant raiders.

The Infiltration of Fort Khervor - level 6

From the blistering sands of the Meshken Wastes, the dreaded giant raiders known as the Simoom Raiders have issued an ultimatum to the remote settlement Arenpet: remove themselves from wherever the desert sands touch or face annihilation. The raiders returned to their fortress to grant Arenpet an opportunity to withdraw within half a fortnight; however, instead of fleeing, the settlement has called for adventurers to launch a preemptive assault on the fort. Yet time, like sand through an hourglass, is steadily running out for the isolated town. . .

The Infiltration of Fort Khervor

Blazing Sand, Searing Water - level 7

The immediate threat posed by the Simoom Wolves has been dealt with, and the raiders are reeling from their defeat at Fort Khevor. Yet news has come to Arenpet of a more sinister threat: a mystic with the ability to spread the desert across the land. With this new power revealed, a new mission to eliminate the mystic is planned before he can extend the desert to the entire region.

The Mystic and the Chieftain's Strife

The Mystic and the Chieftain's Strife - level 8

The Simoom Wolves have faced defeat after defeat and are reeling, and the clear cause that united them has begun to waver. As news of the failures reaches Seket and Grimorg at Warlord’s Repose, the final raiders’ stronghold, they turn their attention toward preserving their control over the faltering organization. An animal is most deadly when it is cornered, and the Simoon Wolves now have two—both of whom have their sights set on Arenpet once the dust settles between them.

The Raiders of the Meshkan Wates

Dwellers of the Desert

Ten new desert giants and beasts of the desert to squash, blast, and bite characters with:

  • Desert Giant
  • Desert Giant Chieftain
  • Desert Giant Shaman Apprentice
  • Desert Giant Heat Shaman
  • Desert Giant Sand Shaman
  • Desert Giant Water Shaman
  • Desert Giant Tamer
  • Desert Giant Warrior
  • Desert Giant Monitor
  • Desert Giant Winder

The Devil Is in the Details Adventure Arc

The hells are a neat and orderly operation. For all the evil that takes place there, they are above all else lawful. Everything happens in lockstep; everything is all carefully controlled and orchestrated by its absolute master. In fact, the only place in the planes that might be more orderly is Mechanus itself. Or at least, that’s what they would have you believe. . .

The truth of the matter is, as with all things in the hells, more complicated. There exist those who defy the natural order and, despite their lawful nature, rebel against the system. Of course, they have their own system and can’t fully escape the clutches of their nature, but they do exist very much outside of the standard array of happenings in the hells.

Such is the case of the Diabris, an offshoot of devils that have united under the mighty Eiseth. Though she hasn’t attained the same status as Asmodeus, she commands her devils with the same level of authority. They exist in a space between spaces; this space gives them the freedom they need to wage their battles for survival. Unfortunately, they’re not able to simply stay hidden away and they sometimes need to act.

Such a need often brings them into conflict with the various denizens of the planes. This time, conflict will arise when a group of adventurers—whether by way of happenstance or an unfortunate contract—gets set on the trail of the Diabris. Unfortunately, not everything that happens in a casino stays in a casino. . .

Time to Toss the Dice - level 9

A dangerous game is afoot in Paridor, with the games of the Golden Scale Casino at the heart of a controversial upheaval in the city council. Some claim that prominent city officials are the masterminds behind divulging targeted secrets; others worry that something more sinister is at play. . .

Time to Toss the Dice

Dance with a Devil - level 10

Devilish incursions into the material plane are not uncommon, yet the ripple effects of the portal within Paridor have sent fear and worry throughout the city. Whose secrets have the Diabris devils compromised? Who will be exposed next in the chaotic machinations of these fiends? With uncertainty on the rise, the only place with potential answers is Vetlefar, a liminal plane of fire that houses a powerful accumulator of all the dangerous knowledge the Diabris have collected thus far. . .

When Fire Meets Ice

When Fire Meets Ice - level 11

The Diabris devils have corrupted trust in Paridor’s ruling council, and the city’s fate dangles by a thread. Only the news that a Diabris artifact, the Planeweaver Stone, lies within one of their liminal strongholds offers even the slimmest chance of security. With no other options, a fateful adventure into the frigid depths of Nebhan, a land of water and ice, is planned to break the link forged by the Diabris and the material plane. Yet what threat awaits the adventuring party attempting so dangerous a task?

Dance with a Devil

The Diabris Devils

Ten new fiends to tempt, burn, and condemn characters with:

  • Eiseth - CR 22
  • Voidsworn - CR 4
  • Umbral Devil - CR 8
  • Umbral Serpent - CR 9
  • Dorivun - CR 10
  • Burgem - CR 11
  • Null Fire - CR 12
  • Nyx Walker - CR 14
  • Shade Puppet - CR 15
  • Agastul - CR 18

Ambition's Everlasting Flame

The Everflame Palace has stood empty for several years at the base of Mount Everflame. Since the Indomitable Seven’s legendary battle against an ancient dragon within the mountain hall a few years ago, neither dragon nor heroes have been seen, and rumors swirl of a vast hoard waiting for ownership. Many have sought the treasure, with nary a soul stepping within its gloomy halls and returning to tell the tale. Yet a mysterious noblewoman has stepped forward, claiming to have seen the treasure herself. All she needs is a capable band of adventurers who will help her transfer the valuables to a new site, for which their names shall become legends. . .

Ambitions Everlasting Flame Screenshot

Ambitions Everlasting Flame Screenshot

Fate of the Dragon Queen

Life after life is naturally an interesting concept. But when two bonded souls are unjustly ripped apart and vow to reunite no matter the cost, horrific becomes more fitting. Some call it fate, others a frightening fable. I know not which side I’m on, but if the stories are true, gods save us all. And my sincerest condolences to the puppeteers of fate.

Fate of the Dragon Queen Screenshot

Fate of the Dragon Queen Screenshot

Installation and Activation

After purchasing this module on the DM Lair Store, you'll receive an email from "SendOwl Downloads" that contains your activation key and detailed activation and installation instructions.

Contact Us

This module was developed by the DM Lair. If you're experiencing any issues, please contact us here.

Recently Viewed Products

Special instructions for seller
Add A Coupon
Liquid error (snippets/cart-drawer line 228): product form must be given a product

What are you looking for?


Popular Searches: Lair MagazineInto the FeyLairs & LegendsLoot & LoreThe Secret Art of Game MasteryMap PacksAdventures