Proizvod vam ne odgovara? Nema veze! Proizvode možete vratiti do 30 dana
S poklon bonom ne možete pogriješiti. Za poklon bon primatelj može odabrati bilo što iz naše ponude.
Do 30 dana za povrat
You went to sleep innocent and woke in a palace in the sky - collared, disarmed, and scheduled for a midnight transfer that nobody has ever survived.
The Aurum Spire is the most beautiful prison you have ever seen: crystal panes that catch the sunset, gold on every railing, fresh bread in the atrium, and a three-hundred-foot drop past every window. The guards are polite. The food is good. And by nightfall you learn the truth they will not say aloud - the "transfers" are sacrifices, and the whole spire is kept in the sky by a crystal that devours the souls of the prisoners fed to it, one a night, for three hundred years. Your name is seventh on tonight's list.
The Gilded Cage is a complete, ready-to-run prison-break for fifth edition, and the entire spire is a clock. The Aether-Anchor Strain climbs as you fight, sneak, bluff, and break the wards that hold the tower aloft; the prison groans, lists, and cracks around your table as the number rises, and its rising floor means the dread keeps building no matter how cleanly you play. Two ways up, one ancient Warden, and a choice at the Heart-Crystal that decides whether the cage falls out of the sky, changes hands, or is reborn as something stranger.
This is a hardboiled noir prison break wearing a mask of wonder. The luxury is the bait, the comfort is the cruelty, and you are not an inmate here but livestock. The horror is dread and helplessness rather than gore - table-safe, unsettling rather than graphic - and the villain is not a roaring monster but a three-centuries-old warden who feeds strangers to a screaming, imprisoned light to keep himself from dying.
A Break You Cannot Botch:
Every clue points three ways, so the truth always reaches the table - your players find it faster or slower, but never get stuck. Skill checks shape the danger instead of gating it: bluff a guard and the tower stays quiet, trip an alarm and the walls start to seal. Combat lands in every act, but clever play makes every fight easier, and the three-phase boss is stress-tested at the worst-case two-player table so it never one-shots a hero and never grinds to a stalemate.
What Is Inside: