Adventure of the Sky Palace Shansi

Thisadventure is desgined for 5e D&D parties of 4-6 around 5-7th level but it can be used with higher level parties by adding tougher foes or different systems by changing how the adventure goes. It leads a party of adventurers who for one reason or another wish to go see the sky palace which has just appeared near the city/town where the party is currently staying.

What is a sky palace?

On the continent of Imris there are a few creations made in ages long past that are known as "Sky Palaces" they are sometimes called other things depending on their size and function such as "Sky Cities" or "Sky Mountains".

Made by gods, demi-gods, powerful cabals of wizards, or other creatures, these constructions are magically floating earth ranging from mountains to just a building or two. These arcane constructions are usually attempts at imitation of before the world was created when the sister goddesses of the sky and earth, Vera and Mira, were one. Sometimes they are made by those who simply wish to show their power and test their skill imitating or attempting to outdo those who made the first "Sky Palaces".

The path to the Sky

For adventurers of around 6th level the journey two miles into the sky is a challenge in and of itself if none of them have the Fly spell. In order to get to the Sky Palace they might need to seek out a nearby wizard or other being that could grant them flight and barter with them for thier services, or perhaps they'll approach the party and hire them to find any treasure or secrets hidden in the Sky Palace.

They may or may not accompany the party depending on how the GM wants the adventure to go this may even be a good opportunity to introduce a new PC to the group or help bring a new group together. Once they've worked out how to get there and prepared for the journey it's time to visit the Sky Palace Shansi.

Art Credit: Steven Stahlberg

First up close sight of the palace

There are a number of prospective landing places for adventurers wishing to visit the Sky Palace Shansi. The landing point which stretches out over the rocky base of the floating structure like a knifes edge, any of the five towers that dot the edges, or somewhere in the middle such as straight up to the palace itself or in the opulant town.

If they choose to land in the forested base of the floating island they'll have to trek through the forest. It's mostly empty... except for a Roc! (MM pg.260)

It won't attack unless the players are making a large ruckus or attack it first, prefering to hunt larger game and will run away if combat is going poorly for it (around half health) or so. Otherwise the players make it up to a sheer part of the island and one of many long staircases carved into the side of the cliff face leading up to the palace and town area.

A good example of ways to tailor For larger, smaller, less or more powerful parties feel free to change it from a Roc to some other appropriate creature(s) or perhaps adjust the rocs stats directly, telling the party it's a younger or paticularly stong Roc.

Out of the forest and upward

Once at the top of the stairs they'll either end up near the town, or next to one of the towers (pick where the stairs lead or roll a d6 on a 1-2 they're closest to the town otherwise they're by one of the towers). On top they'll see paved pathways leading to either side (choose whether they lead to another tower or the town, or roll 1d6 for either side keeping in mind that there's only 5 towers on subsequent rolls).

If they are by one of the towers and decide to explore it they'll encounter spirit gaurdians (air genasi) there's around 4-5 gaurds (see MM pg.347) and either a knight (MM pg.347), archer (Volo's pg.210), one of each, an enchanter (Volo's pg.213), or mage (MM pg.347) roll a d6 on a 1 it's a spellcaster and the gaurds otherwise it's 2 martial foes plus the gaurds.

The guardians are aloof but relatively freindly, they'll inquire as to what the party is after and make jokes and offer advice (which might be bad in their attempt to prank the party) or become hostile if the party threatens them but will try not to attack until attacked. If the party looses to them in combat they will stabalize any of the party who are down but not dead and bind any who surrenderd alive in chains. They will tell the party to surrender before killing them and will be taken to Shansi.

Even if the party doesn't fight them they'll still reccomend that they seek out Shansi the master of the palace. They will also be allowed to sleep in the tower if they are injured from the fight with the Roc.