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D&D Elemental Evil Princes of the Apocalypse
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D&D Elemental Evil Princes of the Apocalypse
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*A $6 monthly account fee applies. Pay your balance by the due date
(the end of next month) and we'll waive the fee. See full Ts & Cs







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*Gift cards are unavailable to purchase with Afterpay, Zip Pay, Lay Buy and PayPal Pay in 4.


*A $6 monthly account fee applies. Pay your balance by the due date
(the end of next month) and we'll waive the fee. See full Ts & Cs







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Product details
Product Details
Vendor
Wizards of the Coast
PRE-ORDER
All pre-orders are subject to our Pre-Order Policy.
By purchasing a pre-order from Gameology you are agreeing to all terms and conditions listed in our Pre-Order Policy.
Please note: we will hold the entire order until all pre-order products are stocked in to our warehouse. For more information on Pre-Orders, please visit our Help Centre.
RELEASE DATE
TCG Single Policy
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Product Information
Abolish an ancient evil threatening devastation in this adventure for the world's greatest roleplaying game!
Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.
LEVEL UP YOUR GAMING EXPERIENCE
The adventure integrates smoothly with other adventures such as Lost Mines of Phandelver, making it a natural continuation. Its sandbox structure allows for flexibility. The encounters are engaging, with particularly interesting leaders at each location. Some maps are fantastic along with other impressive artwork throughout the book. The magic items shine, especially weapons that grant unique traits to wielders. While the additional playable races are a nice touch, they’re more useful for new campaigns since most players would have chosen their characters already before starting this campaign.
The pacing and difficulty hit a sweet spot when players take a direct route without exploring every corner. There’s an ever-present sense of danger, which keeps the stakes high. Our group experienced several near misses, which heightened the excitement. The climactic boss battle was a highlight, as the outcome remained uncertain until the very end, making for a thrilling conclusion.
The campaign’s open nature at the start can be overwhelming for new DMs, needing a steep learning curve. The temples, which make up a significant portion of the content, feel repetitive and lack variety in encounters. The storyline involving the missing delegation seems underdeveloped, with sparse clues to maintain player interest.
The mega-dungeons would benefit from logical breakpoints. Having players repeatedly surface to rest detracts from the heroic momentum of their journey. The campaign feels overly large and repetitive, with our group completing only about half of the content. A tighter, more focused design would improve the experience.
Inconsistencies in map quality are noticeable; while some are lovely, others are underwhelming. The additional spells failed to impress, and the vague treatment of the Eye of Elemental Evil was frustrating, as more clarity for the DM would enhance the narrative.
While it’s not ideal for novice DMs due to its complexity, it serves as an excellent follow-up to Lost Mines of Phandelver or a starting point for experienced DMs. Its modular nature also allows for integration into larger campaigns. Despite its flaws, the adventure is not bad, provided the DM is willing to invest the effort to enhance and streamline the experience.
Quick delivery and exactly what was ordered
PRE-ORDER
All pre-orders are subject to our Pre-Order Policy.
By purchasing a pre-order from Gameology you are agreeing to all terms and conditions listed in our Pre-Order Policy.
Please note: we will hold the entire order until all pre-order products are stocked in to our warehouse. For more information on Pre-Orders, please visit our Help Centre.
RELEASE DATE
BASE GAME
TCG Single Policy
All of our TCG Single Listings are subject to our TCG Single Policy.
By purchasing these listings from Gameology you are agreeing to all terms and conditions in our TCG Single Policy.
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The adventure integrates smoothly with other adventures such as Lost Mines of Phandelver, making it a natural continuation. Its sandbox structure allows for flexibility. The encounters are engaging, with particularly interesting leaders at each location. Some maps are fantastic along with other impressive artwork throughout the book. The magic items shine, especially weapons that grant unique traits to wielders. While the additional playable races are a nice touch, they’re more useful for new campaigns since most players would have chosen their characters already before starting this campaign.
The pacing and difficulty hit a sweet spot when players take a direct route without exploring every corner. There’s an ever-present sense of danger, which keeps the stakes high. Our group experienced several near misses, which heightened the excitement. The climactic boss battle was a highlight, as the outcome remained uncertain until the very end, making for a thrilling conclusion.
The campaign’s open nature at the start can be overwhelming for new DMs, needing a steep learning curve. The temples, which make up a significant portion of the content, feel repetitive and lack variety in encounters. The storyline involving the missing delegation seems underdeveloped, with sparse clues to maintain player interest.
The mega-dungeons would benefit from logical breakpoints. Having players repeatedly surface to rest detracts from the heroic momentum of their journey. The campaign feels overly large and repetitive, with our group completing only about half of the content. A tighter, more focused design would improve the experience.
Inconsistencies in map quality are noticeable; while some are lovely, others are underwhelming. The additional spells failed to impress, and the vague treatment of the Eye of Elemental Evil was frustrating, as more clarity for the DM would enhance the narrative.
While it’s not ideal for novice DMs due to its complexity, it serves as an excellent follow-up to Lost Mines of Phandelver or a starting point for experienced DMs. Its modular nature also allows for integration into larger campaigns. Despite its flaws, the adventure is not bad, provided the DM is willing to invest the effort to enhance and streamline the experience.
Quick delivery and exactly what was ordered