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Bastion of Broken Souls (3e)

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The Blood of Ancient Battles Rises

An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods.

"Bastion of Broken Souls" is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 18th-level D&D heroes, it pits them against some of the most powerful beings in the multiverse. This adventure is the last element in a collection of adventures designed to take characters from beginner to advanced levels of play (although no previous adventure need be played to play this one). "Bastion of Broken Souls" features an additional 16 pages of content for the same price as most of the previous adventures in the series.

To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.


Product History

"Bastion of Broken Souls," by Bruce R. Cordell, is the eighth and final module in an adventure path published by Wizards of the Coast for 3rd edition Dungeons & Dragons. This adventure is a deadly, combat-heavy, world-spanning quest with a demonic rivalry and a spectacular conclusion. It also uses untraditional dungeons and unusual foes.

Gird Your Loins and Tighten Your Sword Belt. This adventure is well organized and presents monsters clearly, with tactics and "power-up suites" of spells and items that the adversary uses before battle. Modifiers related to the "buffs" are also presented, making it as easy as possible for the DM to run the monsters.

And that's a good thing. With the characters starting at 18th level and going up against some of the toughest foes in the game, streamlining combat becomes very important, and there's a lot of combat in this adventure.  A variety of enemies and some challenging moral decisions also keep the fights interesting: Will the PCs attack a solar, for example, in order to learn what they need to save the world? Not an easy choice for paladins and good-aligned heroes.

The two-part adventure structure varies the action and investigation portions of the module. In Part 1, the PCs move non-linearly between five different encounter locations as they determine the extent of the problem they face. In Part 2, the heroes travel to the Bastion of Broken Souls to unravel the true villain behind the scheme. The final battle is against a CR 27 enemy, and thus it makes for a memorable conclusion to the adventure path.

Tight, Focused, and Fun. Reviews of this adventure conclude that it's a worthy conclusion to a lasting campaign. The monsters are memorable and competent, as you'd expect in a Cordell adventure, and the encounter locations are cinematic and noteworthy. The non-linear nature of the first half of the adventure helps balance the exploration of the Bastion in the second half.

Who Are You, Again? One quibble is that the adventure starts in a fairly cliche manner, with the heroes attacked by an unknown extraplanar monster. A mysterious NPC comes to their aid and then offers his help for free. More cynical parties may have trouble with this, but it's a single speed bump in an otherwise enjoyable adventure.

Why Not Ask the Gods? As in previous adventures, the module discusses the options for divination that PCs are likely to employ. Strategies for embracing or thwarting these are explained, along with the consequences for doing so. This sort of DM advice is to be encouraged, and helps significantly in running the game.

The Final Chapter.This 18th-level adventure is the final installment of the eight-piece adventure path:

  1. The Sunless Citadel
  2. The Forge of Fury
  3. The Speaker in Dreams
  4. The Standing Stone
  5. Heart of Nightfang Spire
  6. Deep Horizon
  7. Lord of the Iron Fortress
  8. Bastion of Broken Souls

About the Creators. Bruce Cordell likely spends his nights dreaming up new monsters to sic on hapless PCs. He is a long-time employee of TSR and now Wizards of the Coast, and wrote three of the adventures in this adventure path.

About the Product Historian

History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D website ENWorld. Please feel free to mail corrections, comments, and additions to kevin.kulp@gmail.com.

We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.

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December 15th, 2008
This is one of the best High Level Adventures I have ever read. It is 3.0 so it needs to be converted but thats not much of a problem. It has a solid story and good challenges for the PCs. You get to fight an Epic Dragon who has a Prestige class named [...]
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Product Information
Gold seller
Author(s)
Pages
52
ISBN
0-7869-2656-2
Publisher Stock #
WotC881670000
File Size:
2.72 MB
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File Last Updated:
April 04, 2013
This title was added to our catalog on January 22, 2013.