Should the cage be medium sized or large sized since the weird is medium sized? Should there be a key somewhere to get the weird? For the past week, past few days? How does the party learn the password to get to the 3rd floor? Is the curtained wall on the opposite side of the room of the work desk? If you are using avg. Jeremy, Thanks much for the feedback! I appreciate the catches re: typos. In response to your points: 1A. I can add some clarifying language there. There is a sidebar regarding sneaking in.
Persuasion to get in free is not included because it is not an option. I feel it would be a waste of space to account for every possibility teleportation, charm, disguise self, Wild Shaping into a small sparrow I trust DMs to sort that out on their own. Violence to get in is possible but as noted in the sidebar that describes sneaking in, there's a bit of a crowd watching and the Rakdos puppeteers are also watching the stage.
Ultimately the DM can determine the response level, but my assumption would be that they would call to the guards posted throughout the structure in the event of non-scheduled violence. Unless the party made it one hell of a performance The stairs are fully described and detailed in entry 2A. See more Persuasion to get in free is not included because it is not intended to be an option. You don't pay, you don't get in without violence.
If I was running it, either not dancing because a fight had broken out, or running to aid in a fight that breaks out while the cultist is dancing, but their behavior is ultimately left to the DM to determine. There is no creature size listed with regard to the cage. It is described as small, not "sized for a small creature. If there is a performance going on and no one has purchased a private performance, then yes, the floor is unoccupied. Thanks for catching the typos. I'll add a compass rose for clarification and clarify the location of the curtain it is behind the bed 3D.
Aftermath: Cevraya is a red herring, but I will be sure to make mention in the area describing Ophyira's journals. They were serviced and stumbled off drunk. Ophyira is a 5th level bard. Their stats are accurate. Thanks much! Thank you for replying with so much detail. Someday I hope to write an adventure. I keep forgetting to congratulate you on producing great content for this setting and another setting I follow you on. I look forward to seeing what you come out with next and will continue to purchase your products. Happy to do so!
Your feedback is incredibly helpful and I certainly look forward to seeing what you put together. You have a great eye for detail! Thank you so much for the support. It means the world to me! The modules are very well constructed, thank you! Thanks so very much! I am thrilled to hear you are enjoying them! Just out of curiosity do you have a name for this sort of ongoing campaign? Haha will have to wait till I see the rest lol.
How many adventures have you planned out for this ongoing campaign? At least one more, but if the story can be ended in a way that makes sense to do so, or I can tie an adventure into the events from the first trilogy, I will continue beyond that. I would like to, eventually, craft a separate adventure focusing on each Guild as the antagonist whether more directly as the Rakdos are in this adventure, or indirectly as the Izzet are in Off to a Weird Start If I can connect all of those together with a narrative thread that makes sense and carries characters up into early Tier 3 play, I will do so.
Jeremy E. Beautiful layout and professional quality look. Includes some nice extra like guild hooks, random street encounters, trinkets, a new spell, etc. The issue I had with this adventure is the same one that I had with the first adventure in this series whic [ Christopher W. The Palace of Pain's Pleasures is a fantastic follow-up to Off to a Weird Start , but you should pick it up even if you don't have the first adventure. This is a well-constructed, inventive, and downright FUN adventure set in Ravnica.
See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Tomb of Annihilation. Tales from the Yawning Portal. Storm King's Thunder. Curse of Strahd. Elemental Evil. Even though the Hags had shown a lot of interest in the deal, they were still Night Hags, and you don't trust Night Hags. Recalling the events that led to this whole thing in the first place the severing of the rift , the party sought to contact Emir Kassan Bin Fashar the jewel trader who Sheik Ibn Shappur used as a contact to get the Dao to send his elementals to the other side of the rift.
Their idea was to get the Emir on their side with money, of course. Works better than any Enchantment spell. Valanar prepared a few of those just in case, though , in order to use his contacts with the Dao and find someone outside that could serve as a middleman with the Hags. As it turns out, the Emir himself was a Dao, long ago banished from the Elemental Plane of Earth, and after a pretty fun encounter the Emir is supposed to be extremely quirky and quaint, and the players went along with it to create a scene that would better fit a Terry Gilliam movie they got him on his side he never really had an issue with them to begin with, since he had no interests in the salt business.
He was just repaying favours to Sheik Ibn Shappur. The Emir agreed to pull strings within the Great Dismal Delve the main Dao settlement in the Elemental Plane of Earth, pretty much a continent-sized maze of mines and palaces carved out from rubies as big as mountains , and got working on organizing a formal meeting between the characters, the Hags and his advisors, which took place the following week the Hag called Irisna became the official representative of the nightmare snatchers.
During the meeting, the party got to set down more concrete rules regarding payment: Since the Hags didn't usually handle actual money stolen souls and dreams being their coinage instead , they would exchange those for gems through one of the Emir's contacts in the Great Dismal Delve. The gems would be then smuggled into Katapesh through the Emir's mines which as mentioned before produce absolutely nothing, instead being a coverup for a portal into the Elemental Plane of Earth through which he gets his goods and traded at the Magnifiscent Pavillon the most important jewelry shop in the city, owned by the Emir , where they would get converted into hard cash by selling the gems as usual.
That way, everyone got what they wanted: The Hags got the nightmares they traded with dark entities from beyond reality, the Emir got the income resulting from soul trade which are in great demand by both the Nine Hells and the Abyss in their endless Blood War and the party got the money from the gem sell. The Prince would in turn earn his participation from the gold income from the gems, and handle the bribes to his cousin the judge.
The prison overseer would be getting paid directly by the Saltspit Trading Company they had to find a proper name for it when they started the coverup for the prisoner-for-cash , disguised as "administrative facilitations" , while the money that was being paid to the "city" as part of the deal was used to bribe the various tax collectors, bureaucrats and guards involved in keeping the whole thing quiet.
Let's move about a month forward in time. The salt operation is still generating cash though the party decided to do some undersizing to reduce costs, as it was clear salt would be running out soon , and the deal with the Hags has already generated two batches of gems, most of which were sold at the Magnifiscent Pavillion for handsome amounts of cash. About 20 prisoners are being sent per week from Khandassar to Saltspit, and so far no one seems to be suspecting. There was some digging a while ago by a few merchants with big noses, but they were shut off when the Saltspit Trading Company STC from now on agreed to buy their entire stock supply they were food merchants.
During week four, a message from Prince Osman the party had finally managed to get a couple of Crystal Balls installed for quick communications with the noble arrives saying that the prison's Overseer is requesting a meeting. Apparently, there was some issues with the last group of prisoners. The party meets with the Overseer and the Prince at the later's palace. The issue relates to the fact that six of the prisoners sent last week were actually not convicted for life they were only sending those who were never going to get out of jail , and their families had somehow managed to convice a magistrate to investigate the case.
The Overseer explained that they were running out of jailed-for-life prisoners, and had to sent those they thought no one would miss, but failed to check properly. Jack inadvertedly gave them a possible solution while singing "Prisons get empty when booze ain't aplenty" the actual rhyme was another. We speak Castillian, so had to find the closest English version. Jack's tune gave Hassan an idea: "Overseer, how many people got sent to jail during last year's Carnival of the Setting Sun? Hassan then planned it out: They would organize a festival and get as many people as drunk as possible in order to have them commiting all sorts of disorderly conducts and hopefully crimes.
By using Prince Osman's contacts with the judges, they would push to have as many of those convicted for life bribing the guards and making up some witnesses would help , sent to Khandassar and ultimately to Saltspit. They had the means, so the Festival of Wonders was organized. They hired acrobats from far away Tian Xia, sword eaters from Qadira, taldoran wrestlers, spinning gypsies from Varisia and exotic animals.
They rented several alehouses and taverns to give out ludicrous amounts of really bad alcohol cheaper and really strong. Taste doesn't really matter once people get drunk enough. While expensive, at the end of the celebration the courts were overflowing and Khandassar was getting filled up again. With Khandassar hauling fresh loads of prisoners once per week again after the Festival of Wonders, the party bought three taverns in bad neighbourhoods of Katapesh in order to keep a regular supply of not-so-good people being turned criminals through various activities, and then laid out the chart for the influx of prisoners.
During the first month, Khandassar would send 10 prisoners per week —about people were jailed for life after the Festival. Most cases were a stretch, anyway, so the party kept having to bribe more people to avoid issues-, and then decrease the rate to 5, with the approximate rate of life sentences being nailed on people from the Crime Makers —term used to refer to the taverns they bought- at 1d4 per week, plus another 1d4 from the standard rate of life sentences being dispensed by regular justice. That way, they could get a reliable source of materials that should last until the next Festival the global estimates indicated that with the current supply and rate of imprisonment, they should have enough people for the next 5 months, so they decided to announce the Festival of Wonders would be happening twice per year.
This allowed them to strike some pretty convenient deals with the performers, by asking lower prices in exchange for secure future hirings. Although the new rate of prisoners was lower than initially, they talked it out with the Hags. Their designated negotiator, Twice-Cursed Irina, explained that they could have a mean to retain the same level of income, if the party managed to improve the quality of each nightmare they never really explained what exactly they were doing with the nightmares, but at one point the party had reasons to suspect they were being sold to yugoloths who were using them to further their investigations on the true nature of evil.
If the bad guys also get them, well, it is a worthy price to pay! Add yourself another experience penalty. But I still get the money, right? Valanar picked it up from there. There, apparently, aboleths and other creatures had minds powerful enough to develop psionic powers. However, getting a vudrani was out of question, since Rakhim —also a vudrani from Jalmeray, himself having attended the Schools of Perfection where the psions allegedly could be found- overheard him and he would never allow such a thing, so the only option would be to travel into the Third Realm of Orv and see how the hell they would capture an aboleth and manage to get it back to Saltspit.
The next session-and-a-half we often play on Saturdays from 4 pm to 12 pm, so we get a lot of gaming done was dedicated to the adventure leading into the Third Realm of Orv, how the party got a mad explorer to show them an entry through a dormant volcano in eastern Mwangi, the chance they had to massacre a bunch of hostile drows my party is well aware of my dislike for elves in general and drows in particular , getting lost for a while and having Vorgok be snatched by a roof-crawling kind of ooze we almost lost him that time thanks to a series of horrible rolls.
He tried to eat away through the ooze, which almost had him killed later on as the ooze began multiplying inside his stomach. Ultimately, they found what they wanted in an extremely remote cave who knows how deep: An aboleth. Specifically, a really pissed off aboleth surrounded by half-turned-into-slime humanoids that made for quite a distasteful yet entertaining battle. Considering aboleths are supposed to be unspeakable superior intellects, I almost had to roll for a Dignity saving throw.
Now, capturing the aboleth was the easy part; it was getting back to Saltspit what I really wanted to see done. Aboleths are, after all, 25 feet long and weight over 6, pounds. They would be gone for two days they were really deep underground , so we fast forwarded. While Valanar left with Vorgok and Rakhim, Hassan and Jack took a while to explore around, when they stumbled upon a gargantuan cave filled with what appeared to be an underground sea, illuminated by incandescent spherical plants that floated high above thanks to gas pockets, volcanic vents making the whole place warm and sustaining a lush jungle.
Long story short, Voyage to the Centre of the Earth, dinousaurs included. The idea was to have them attacked by a tyrannosaur or something, but little did I know. Fast-forward a bit through meetup with the rest of the party, dinosaur fights, exploring, checking of the gas-filled plants, etc. His plan which got assistance from some mean Knowledge and Craft checks was as follows: They would skin the tyrannosaurs in order to build a large zeppelin balloon, erecting the structure out of wood from the jungle and bone from the creatures ended using wood since the bones were too heavy.
They would then fill the balloon with the gas plants getting those plants was a challenge all by itself, which they ended up doing by building improvise delta wings and using the volcanic vents to get the push upward , and then tie Slimy to it, using the wind currents in the caves to propel forward, as well as a few extremely long sticks in order to push the zeppelin similarly to a gondola Vorgok would be in charge of that, since he had the strength to do so.
So they built the thing, saw it worked, went back to Slimy who was trapped under a pile of rocks they used in lieu for chains and tied him up. They did have to fight again, but the aboleth desisted when they reduced him to near death. He kept trying to control their minds the whole trip, though, and almost got Hassan jumping off the ship after a failed Will saving throw. The trip to the outside takes a while, which gives them time to talk about a point somehow everyone forgot about: Why on earth did they need the aboleth for? After granting some extra experience to Valanar for getting everyone to visit the bottom of the world and almost die a few times without even having told them why exactly, he explained.
The idea was to use a powerful psionic creature to feed the minds of the prisoners with information and emotions that would make the nightmares much more powerful, thus getting a bigger bang for the buck. Now, remember when several posts ago I explained that in order to craft the Rods of Elemental Compelling they used to control the salt paraelementals the party had to get the components a special kind of gems from ruins in the Mwangi Jungles? Well, the ruins they visited had later been identified by Valaran as remnants of the ancient Shori civilization, which built amazing flying cities far in the past.
Now, in that place, the party had stumbled upon a faulty device that once long ago was responsible for keeping one of the cities aloft, by using raw energy taken from the very fabric of the cosmos. So they get to the ruins, make quick work of a pack of intelligent gorillas, travel down to the device and set Slimy down. I said it was a stretch, but he offered me to spend two spell slots one level higher to prepare it, and I agreed as long as he succeeded at a DC 30 Spellcraft check, plus another DC 30 Spellcraft check when using the spell or risk having himself sucked into the portal, Slimy being teleported into the same spatial coordinates as him or some other effect like that selected entirely at my whim, since he would be playing with a spell that is ultimately derived to him by his goddess.
He agreed, so we do the rolls, on which he gets a 33 he still has to wait one day to properly prepare it. They wake up Slimy, heal him up a bit, Valanar casts the modified Dimensional Anchor and asks Vorgok to push the aboleth through the portal. The party runs back before going mad by the imagery being spewn by the portal, and after 10 seconds, Valanar pulls the aboleth out. They succeed at the saves, tie the aboleth up back to the zeppelin, and hurry up to get back I told them the gas plants would only remain buoyant for 2d6 days, and the result was 9. They had already spent 5 of those days, and they were looking at a similar amount back to Saltspit, so they had no moment to spare.
The party barely makes it back to Saltspit before running out of gas plants, and in fact travelled the last day so low on it that Slimy kept bumping on rocks. They landed about two miles north-west of Saltspit. Jack and Vorgok ran back to the town in order to get some assistance. They contacted the Hags, and Twice-Cursed Irina herself offered help, using magic to lighten up Slimy, while Valanar created water constantly to rehydrate it aboleths are water creatures, and although Slimy's high Constitution score and the Priests healing spells had kept him alive so far, he was on the verge of death.
The constant seizures and oozing weren't helping, either. With Irina's help, they got Slimy to the bunkhouses used to keep the prisoners being used as nightmare pots. Some other Hags were working on the 15 prisoners that were currently being used as the control test subjects showed, prisoners with a planted fear mote would remain functional for about four days, time during which they could work at the salt mines. After that, they kept having nightmares during all times of the day, and that's when they were sent to the bunkhouses, until about a week later they died during their sleeps and the Hags pried the nightmares out just moments before they passed away.
They built an improvised pool using some shovels, leftover wood and Valanar's Create Water spells. Still, two Hags went mad and had to be put down. The business was now secured, money was pouring in, and life was good. Here they presented status report on the operations, heard news of potential problems and in general made sure everyone was up to current.
I told the party things would be stable for the next two months, and asked if they had anything particular in mind for that period. So the two months pass by, and in the Directorate Meeting of Erastus the Golarion equivalent of July , Twice-Cursed Irina arrives with a demand: The Hooked Fathom Covenant is requesting an increase in their profit margin due to the regular difficulties they have to endure for using the unstable rift as means of transportation they could perfectly teleport by themselves, but hey, business are business. The party said they would consider it.
Hassan and Valanar began discussing on how to avoid having to pay the Hags more; they were worried both about the decrease in their profit and about the fact that the Hags were starting to realize they had enough leverage to start pulling stuff like this and truth be told, the STC had been getting the bigger part of the deal.
Valanar proposed stabilizing the rift and turning it into a permanent portal into the Deep Ethereal, and so they travelled back to Katapesh to find someone capable of such a feat. A lot of talking and money later, they were back in Saltspit with a team of magicians who assured them foolproof portal security. Reflex saving throws, everyone!
Hassan: Success; Valanar: Success; Jack: Success; Rakhim: Success; Vorgok: Epic failure the player behind Vorgok has a long tradition of critical failures in the worst possible moments. In fact, one of the reasons that had him picking up Animal Fury was the fact that he always had critical fumbles and ended up tossing his weapons into a friend or breaking them up somehow. If he did, he would be insane! The effects of this exposure would later play a bigger role. The event also attracted the interest of two other covenants of Night Hags, which scented the nightmares being brewed and went in a harvesting frenzy, which quickly evolved in an all-out battle between dozens of Hags and their servants literally made out of bad dreams, catching the characters in the middle, who used Slimy as a mean to turn many of them insane and thus were able to keep them at bay while support came from the Hooked Fathom Covenant.
- Buddy Dog (Beef Casserole for the Dogs Soul Book 1).
- Want to add to the discussion?;
- The Pit and the Pendulum by Edgar Allan Poe.
- Stop Bogarting the Equipment!
- From The Diary of a Retired Detective.
Also, most of the warring took place in the bunkhouses away from the city, which helped keep the whole thing quiet the party already had hired a band of vudrani illusionists to create diversions whenever trouble happened, so the populace —and, more importantly, the religious leaders that were always trying to find a way to screw with the STC- wouldn't know what was really going on. This time they made it look like a bunch of chimaeras from the Brazen Peaks had attacked. Now, what we got was Night Hags. According to some sages, somewhere in the farthest fathoms of the Deep Ethereal lies the Region of Dreams, where everything concocted by the minds of those who sleep takes form.
Who dreams these things and how do we get to them. That was the subject of the rest of the session and good part of the next. But as with all things Vorgok, the party has learned to ignore most of the weird stuff unless it has an impact in his capacity to murder things with his bare hands. They set up a meeting with Twice-Cursed Irina, who constantly and unsuccessfully tries to press the issue of all the troubles the recent incident caused to her covenant and how she needed a bigger cut, but truth is the battle with the other two covenants left the Hooked Fathom weak enough that it was now the STC that was the one with the better leverage, so eventually she assumed the deal they struck a while ago would take some time to materialize.
Instead, she ended up telling the party that one of the eldest hags within the covenant, Ever-Scowling Calpurnia, was a master in the art of torturing mortals through their dreams, and if someone knew how to track them back to their owners, she was the one. And over that tree covered with swords! Oh, and on that room filled with gold pieces too! Since this normally only happens in the Deep Ethereal, the results very rarely have any sort of impact in the Multiverse, besides from some odd abominations made of ether and the like.
As it can be guessed, their plan was to find the owners of these interesting dreams and manage to keep them dreaming for long enough for these to materialize. The Saltspit Dreamscape was filled with all manners of odd, amazing and terrifying things —as dreams and nightmares often are—, and several of them had started to take a wee bit of physical embodiment in the way of swirling shapes of dust, sand, and salt which meant the team of vudrani illusionist had to be put to work on double duty to minimize the impact.
- In the Name of the King: A Dungeon Siege Tale!
- C.J. Cassidy.
- Chuchote pas trop : roman (French Edition).
Still, the good old Imam Salim Al'Salam was managing to stir some trouble in town. There was administrative stuff to settle first, though, and the rest of that session was destined to the following:. Very big, very bad at depth perception, and great at workforce motivation complained that the slaves at the mines were too weak. As it turned out, Khandassar had been shipping sick slaves, and there was now the risk of an epidemic. Konkaf had been breaking some spines to instill morale, but the men were too weak. On the good side, one of the byproducts of the planar accident was the restitution of the original portal conduct, and salt was pouring out once more, as well as salt paraelementals, some of which had been terrorizing the local population like in the good old days.
Sharp thinking about these things is not his forte. This soon spiraled into an epidemic of leg-breaking, house-burning, and assisted suicides, all in the name of sound, healthy democracy, of course. The rest of the agreement went on about the private latrines eight would be build, two in each district. The Brass Legion would be in charge of upkeep, though, which essentially meant they would bully the locals for it or drown them in crap and the wenches.
This last part caused some friction, since Vorgok —who as previously mentioned had the right to Prima Nocte for every new wench in Saltspit- had become very attached to the harlot community, and in fact was quite well received by them, and he refused to diminish them so much. Indeed, nearly 6, people lived there and more kept coming, making it the third largest settlement in the region, after Katapesh around , and Okeno around 13, It had also grown into a full-fledged trading nexus, with all the wealth produced directly or indirectly by the STC spilling over to hundreds of other business activities did I mention the excellent state of the wenching industry?
Did it recognize the primacy of the Pactmasters and Pactbrookers? Did it abide to the —highly flexible- katapeshi legal system? Was trade being protected? Who handled crime? Where were the criminals being sent? And a long et cetera. The party met him during one of their first real jobs —they started off as slaves after being captured by gnolls at the start of the campaign when their vessel shipwrecked-, which consisted in bringing him a blue envelope. There was also the issue that only a specific Dreamscape had been brought over into Golarion, and the chances of their dreams existing in that particular region were next to none.
Since the party was going to visit Jalmeray, they travelled back to Katapesh to hire a ship, and took the chance to visit the Prince, the Emir, and other friends. At this point, Rakhim was informed that his beloved Falballa —the elven priestess he had become close with- was pregnant, so he decided that from now on she would be within sight whenever possible. The silvery dust trail was still visible, and it led into one of the more populated areas of Padiskar, the second largest city in the island nation.
Level 9 by then, Hassan had little trouble opening the locks and getting inside without making any noise, and he found the dreaming person: A thin, sick child about 8 years old with a lame leg, sleeping atop a badly crafted box with some hay sprinkled on it to simulate a bed. The poor kid breathed heavily from the fever, and his forehead was covered in sweat.
When did you grow a conscience? Was it when we began incarcerating people for getting a bad haircut so they could work in our salt mines? In an effort to secure a surface trade route, adventurers find themselves embroiled in the revenge schemes of a powerful drow exile. The chance to learn about the state of the Underdark and the fates of many innocents taken in surface raids is too valuable to pass up. Yet the risk is clear, for what lies ahead is nothing short of an all-out assault on a drow manor.
This is the third adventure of the Swords Below the Moonsea saga. Apr 08, The mind flayer is suspected to be Klondrus Imdree which has been presumed dead for quite sometime but is he? The call has come out for heroes to investigate and see what can be learned by his appearance. Mar 05, A hunt for a mad illithid has brought startling and dire news to the Emerald Enclave and the Harpers. The call has gone out for heroes to follow on the trail of Klondros Imdree as he seeks a book of terrible power, and to stop him once and for all. Heroes are called on to go after the mad mindflayer and to stop him at all costs.
This listing will be updated with a link when Joel publishes his module. While players do not need to play through Illithid Activity, I of course recommend picking that module up for your Tier 2 players! Nov 20, Cargo ships are being dashed against the rocks west of Hulburg, lured off course by a mysterious light. Is this the work of ordinary thieves, or are more nefarious forces at work? Accused of impersonation and kidnapping, a pair of old sisters have found refuge in Abermoor. In their wake, they have left a trail of blood, and are pursued by a bounty hunter.
Hired for their expertise, the adventurers have joined the pursuit. Torrential rains and blustering winds drive the party into a cursed hamlet, resting in the eye of the storm. A mesmerizing void, mutated creatures, and the very ground could swallow the party, forever trapping them—unless they can escape. This adventure can easily be run as theater-of-the-mind, although a map and 7 illustrations are provided for those who work best with visuals. Dec 17, A haven and home for the displaced and orphaned of the Moonsea. However, strange events threaten to close the school.
Can you find the cause, and aid the school? Nov 26, Festival bells cut loud through the air! Adventurers are gathering to celebrate the Wild Monster Capture Festival. Tame wild monsters, team up with them in honorable combat, and you could win not only gold, but fame and renown! The spirit of the festival is about to get disrupted, however, and you must prepare for trouble….
Aug 09, A persistent ghost has been spotted in Phlan, flitting from building to building. The residents say that it stands in front of the Laughing Goblin every night, eyes wide and full of terror. If approached, it screams and disappears. It sports some familiar faces, some new faces, and plenty of opportunity for characters to roleplay their way to crazy greatness — in fact, the adventure is deeply rooted in another piece of pop culture that should become apparent as the adventure unfolds! Aug 13, As winter releases its grip on the region surrounding the town of Phlan, secrets are revealed within Glumpen Swamp.
Strange landscapes and sigils have been found beneath the mud, and the wildlife around the swamp has become greatly agitated. At times a spectral figure can be seen in the distance, only to disappear upon approach. Can you discover what is happening in the muck and gloom? He seeks adventurers to resolve issues at one of his farms, in his iron mine, and at his beloved inn.
Can the party help Geoffrey and prevent him from losing his seat on the Merchant Council of Hulburg? Lord Geoffrey of the Smiths has learned that a former comrade and fellow adventurer has taken his family heirloom and believes that this is the reason for his recent string of misfortune. He seeks adventurers to track down the Winged Panther and recover what was lost in order to break his supposed curse. Can the party track down this elusive thief and convince her return that which was taken? Jun 18, In exchange for the information, she asks you to find a painting called Dawnsight.
An easy task if you can withstand the haunted memories surrounding the painting. Oct 28, The Mordell family has been on the decline for years. The family has reached out to their contacts one last time for help ridding the family of a generational curse. This is an adventure with four story arcs through a single dungeon and can be completed with or without combat as needed.
Jul 03, With the liberation of Phlan, refugees from the city have been invited back to start their lives anew. But trouble strikes when one family of refugees goes missing while on the road to Phlan. The new Chancellor seeks answers. Will the adventurers find out what happened to the missing refugees or will they be lost forever? Jul 05, Can the characters save some of the travelers and uncover the mastermind of this evil operation?
Only a delve into the Underdark will tell. The characters reach the lair of an elder brain and must make their way through its minions to recover the refugees. May be able to get most the refugees out without facing the elder brain. But leaving the menace alive may have consequences too dire to ignore. Sep 09, Faction agents have braved the Glacier of the White Worm and arrived at the Monastery of the Yellow Rose, only to be denied entry. It's up to you and your companions to secure their entry, but it's sure to be a wild ride.
Oct 09, The secluded settlement of Sunboughs has enjoyed prosperity within the Moonsea for centuries. A trade agreement is threatened when a fierce enemy strikes, seeking to destroy the elves and thwart their time-honored agreement! Who will come to their aid? A four-hour adventure for first through fourth level characters. The Blades are forced to intervene, withholding a coveted cargo from The Zors. The Hawks have a risky proposition for adventurers that will send them above, through and below the streets of The City of Danger. Can they fulfill their charge with the ire of a city upon them?
Oct 11, The dawn of the final day arrives: The Red War looms on the horizon, and nothing can stop what is to come. But in those early hours before carnage begins, a group of adventurers are tasked with a covert operation to remove sensitive information left behind by the factions and sow subterfuge. Will internal and external influences keep them from completing their missions?
Feb 05, Festivals galore line the streets, parks, and courtyards of Thentia. It is the Feast of the Moon, and all are gathered to remember loved ones and friends that have departed this world, and to pay homage to their ancestors. At a celebration in the Brambles, followers of Kelemvor host a stage where revelers tell tales of heroic deeds of their lineage. When one tall tale gets out of hand, the city itself may pay the price. Dec 01, Once an ennead, the Earthspur Mines are home to a competition between many dwarves. Each clan sends its best and brightest crafter to compete in a test of endurance and skill.
While a time of celebrating and companionship between clans, it is also a time of treachery and deceit, as each tries to sabotage the others. Unfortunately for Riswynn Rumnaheim, her clan has nearly died out, and is unable to watch her back, nor can she trust her closest friends at this fraught time. As the Zhentarim slowly reoccupy the Citadel of the Raven, they continue to explore the tunnels under the mountain one level at a time. Three tendays ago, a new section of the tunnels broke open, and the first group exploring did not come out.
Neither did the second. Nor the third. Unwilling to risk their necks any further, the Zhentarim turn to the other factions for aid in figuring out what threat lies beneath the mountain. Rastol Shan has summoned you to the Tower of Arcane Might and told you to be discrete. The last time the chief of the Cloaks said that, there was a coup in Mulmaster. This time, something has been stolen that he wants retrieved without the Thayans being alerted.
Jun 26, Left in webs and reeking of rot, bodies dot the streets and alleys of the Zhentarim Ghetto, and no one does a thing. Especially the Cloaks and the City Watch. Which is probably why a Zor and Cloak representative has invited you to breakfast. A young Mulmaster nobleman attempts to revive the Cult of Eternal Flame by seeking out the patronage of a powerful being. His relatives have hired you to stop his plans and bring him home, even if you must chase him across the planes and over the Sea of Fire to do so.
This adventure contains dangerous planar exploration, social intrigue with otherworldly beings, an intricate puzzle in a lava-filled room with multiple versions for repeat players , and combat encounters in unique environments that provide the DM with optional tools to challenge even the most capable of parties. Mulmaster is slowly being rebuilt following the devastation of the Elemental Cults, but that reconstruction is not without its problems. Feb 02, Bounty hunting around the Moonsea is a cut-throat business and tracking down the mark is easier than snagging it first.
Pick the target, make your plans and watch out for the competition! Jun 17, The Gommurg Clan rarely deal with outsiders. These hill dwarves have isolated themselves for centuries to work on their craft and guard an ancient and sinister structure. Unfortunately, the world around them does not rest easy. An exile of the clan has inadvertently brought terrible woes to his ancestral home, and now he frantically seeks help to save his people.
The village near Oreclasp Keep has been reporting brutal owlbear attacks that have left people missing or dismembered. Lord Oreclasp has placed a bounty for every owlbear beak brought to Oreclasp Keep. May 25, A chance encounter on an unassuming road leads to a dangerous and lucrative opportunity.
But what seems simple on the surface turns out to be much more below. Thrust into a world where every enemy has an enemy and everyone has their own dark motive, the only chance to survive is to ally with the right foe. Six Summoned Swords is a stand-alone adventure that begins on the side of the road leading to Phlan and can be easily accessed by any adventurers traveling through the Moonsea region. Oct 18, An earthquake has felled the windmill of Winton into a sinkhole.
Were that not bad enough, humanoids have been seen skulking around its ruins at night, and an odd ruby glow can be seen from within. Can you discover the secret under Winton? Apr 29, Sep 11, The factions have heard murmurings of a new cult rising from the ashes of the obsessed dragon and elemental evil factions that they have dealt with in the past. This time, though, they seem to have an even more apocalyptic goal. A deep gnome informant claims the cult is dabbling with dangerous magic, but he, too, may have his own agenda.
This adventure is intended as a sequel to Princes of the Apocalypse, but characters need not have participated in that adventure to play this one. Rumors abound that the travelling faire known as Doctor Jubal's Carnival of Curiosities have somehow acquired an actual, live tarrasque that they are displaying as part of their travelling show.
An ancient eladrin who claims to be part of a secret order dedicated to protecting society from the creature is honor-bound to investigate the matter and wants the party to track down the travelling faire and see what they can discover. A young girl offers to hire the party to retrieve a family heirloom stolen from her by an evil archmage. The first catch: the archmage is a Red Wizard of Thay. Join her on a surreal, madcap journey through a dangerous warzone to recover the ashes of the gnome responsible for this conflict. You will love this four-hour adventure for 5thth level characters, set in Mulmaster during the Red War.
Sep 18, While attending the first annual Reclamation Day Festival in Phlan, a mysterious book is given to the adventurers, leading them to what appears to be an abandoned print shop west of the city. There they meet a would-be benefactor, who seeks their help in ridding the southern ruins of Zhentil Keep of a growing threat, the Ebon Tide, a group of mercenaries and bandits that are quickly becoming the scourge of the Moonsea.
A dark force is rising from the ruins of Zhentil Keep. The Zhentarim themselves are on the move to stop it from spreading, and you have been pulled into the struggle. Will you find the objects of power that your adversary searches for before it is too late? The necromancer has been revealed, and his tower of black rock now dominates the ruins of Zhentil Keep. You must race against his machinations, or a cloud of undeath will overwhelm the Moonsea and beyond. A 4-hour adventure for 11thth level characters. It was supposed to be an easy task, but it ended in disaster. The band's leader remains trapped in goblin territory with their chieftan as his prisoner.
Lord Hulmaster now needs skilled adventurers to retrieve the mercenary and his captive before it's too late. Eyes of Blood is a four-hour, Tier 1 adventure. Written as an adventure suitable for new characters, it features quick combat, good role-playing options, and capped with a moral quandry.
Jun 09, As the City of Danger struggles to rebuild, a spate of unexplained disappearances in the Zhent Ghettos threatens to erupt into fresh chaos. The factions are hard pressed to investigate, and it falls upon you to uncover the truth behind this new menace. Nov 14, Reports are coming out of the conclusion of the death curse and the defeat of the lich Acererak. Adventurers are no longer afraid to go out into the night in search of Fame and fortune. A wily antiquarian has gleaned the location of an item of particular value And unsurpassed rarity.
The problem is, she is certain she isn't the first…or the last to learn of it. A races for riches and renown, who will be the ones to get there first and claim their prize? Nov 19, Trouble is afoot in the mysterious Quivering Forest. An Archdruid finds herself unable to control the magic of a particularly powerful tree. Clever adventurers will be needed to discover the nature of these fluctuating powers and keep them at bay.
The SALT Consortium has been busy rebuilding the small town of Hawksroost and the increase in riches has caught the eye of many within the city of Mulmaster. While many are excited at the prospect of a partnership, Oriel Phoenixfeather is skeptical of any alliance. Within lies tricks and traps all from the mind of the brilliant? Or the insane? One never truly knows when it comes to wizards, but one thing is for certain; the rooms within will throw you for a loop! Prepare to deal with magical trickery and arcane mayhem as you embark to explore the Tower in the Valley.
Apr 25, They are unsure if faction infighting or monsters got the best of their expedition team as they followed a map to locate a supposed lost tomb. After the first expedition to locate an ancient tomb was prematurely ended by monsters, the Search and Locate Treasure Consortium is doubling down. Camp established, they are looking for adventurers to make their dreams come true, but the leader of the Consortium is hiding something.
Will the characters be able to avoid the Man Slayer tribe that destroyed the first expedition, help Larazmu settle his internal struggles, and locate the tomb that they have been searching for without getting into Moor Trouble? Beneath the moorlands of Thar, hidden from all for centuries, lies the Broken Halls of Goldahroud.
It seems to have been inhabited until recently as the blood marks on the walls are only a few weeks old. What mysteries lie beyond the doorway from the Tomb of Kered? Fear of the markings have forced the SALT Consortium to turn again to hiring adventurers to face what horrors await them in the Broken Halls of Goldahroud. Oriel Phoenixfeather, the old halfling shopkeep from Hawksroost, has gone missing.
Her granddaughter and the leaders of the SALT Consortium have sent out a call for adventurers to investigate the disappearance. A danger brewing to the north of Hawksroost, however, may make this search-and-rescue more dangerous than the party had initially planned. A Four-Hour Adventure for 5th- 10th level characters. Mar 19, The mining town of Glister has had a prosperous year, and people have been coming in search of work and wealth. A call has gone out for help in some local matters, but getting there is no easy task. Catch the caravan and travel through treacherous Thar!
May 15, The mining town of Glister has a problem. The latest caravan only arrived with a part of its supplies. Orcs waylaid them, took much needed goods, and are now making demands that the town return an artifact that is theirs, but the town is unfamiliar with. Help track down information about this artifact and possibly defend the city from an orc invasion!
Mar 18, The mining town of Glister is under siege. Unprepared and short of supplies, the siege threatens to starve out the town. The mine has provided the only path that may provide some help; a collapsed tunnel has revealed an unknown cave that runs deep into the mountain. Part 3 of Kossuth's Kiss. Mar 02, In the midst of a ferocious storm, a band of mercenaries raids a lighthouse. Included with the purchase is the Fantasy Grounds conversion, full scale printable battle maps, and custom item and story award certificates. The alliance between Thay and Mulmaster is stronger than ever, and this does not sit well with some of the neighboring countries; in fact, it appears that one of them is attacking caravans leaving Mulmaster and heading towards Thay.
You have been asked by the Cloaks to investigate the attacks, discover who is behind them, and stop them if you can. Aug 21, You have been hired by the Brotherhood of the Cloaks to journey into the heart of desolate Thar. But something went wrong, and an undead army poured out of the burial site and laid siege to Fangjaws Hold. You have been hired by the Brotherhood of the Cloaks to help deal with the undead threat. Jan 26, What links an infamous Zhentarim mercenary with a brilliant but tormented artificer?
To find out, the adventurers must break the goblinoid siege of the village of Westfir. After the bizarre goblins are defeated, the Cornflower Hive must be destroyed. Ultimately, what secrets are held in the grain mill by the Westfork river? A Mulmaster refugee named Ani Kuleimatt discovered references to a forgotten mine near the Moonsea, a mine rumored to produce an unexpected export.
The adventurers are hired to locate the complex and secure its resources for the Mulmaster Diaspora. Jun 28, The fey hold sway over the forests of Cormanthor. Their presence has kept the goblinoids disorganized and warring amongst themselves. Now, a deadly enemy of the woods has laid claim to a Feywild glade. This foe is slaughtering the forest defenders and rallying goblinoid tribes in the name of vengeance. Can you stop them in time? Feb 21, A svirfneblin clan elder and arcanist of Lumindearth has gone missing.
In the sewers beneath the ruined streets of Mulmaster, a murdered corpse has been found: the nephew of a prominent noble. However, the adventurers must first prove themselves by finding something the Master Thief lost. A popular noble just outside the city of Hillsfar is in trouble. He has been poisoned and his niece has been kidnapped by a group of outlaw druids who call themselves, the Blackleaf Clan.
Adventurers are sought to go on a quest to find a mysterious woodland sage through a hidden cavern that hides a temple that has been concealed for countless years. Due to limited options, First Lord Vuhm Yestral accepted an offer for aid from the Red Wizards of Thay, who now work to rebuild the city.
A Senate has been elected to ensure fair rule in Hillsfar, and a new Guard Captain has also been selected to replace the traitor, Jandra Gragdowel. Adventurers receive a job offer from the new Guard Captain. What could he need? Sep 30, Their new ambassador to Hillsfar is a specialist in good magic, so the PCs are recruited to assist her in acquiring good sources of power for her spells. What could go wrong? The town of Ylraphon on the border of the Flooded Forest has been targeted by the yuan-ti. One of them has uncovered an ancient ritual to change the people of the area called the Old City into their servants.
Can the adventurers stop the yuan-ti in time? The whole of the Moonsea may be at risk if they fail. The yuan-ti have a demented scheme to bring the most vulnerable denizens of the small town of Ylraphon under their sway. It has been revealed that he hides in a ruined temple in the Flooded Forest. Jasmine Vernon. That which must remain lost has been discovered. A 4-hour adventure for 5thth level characters set in Mulmaster during the events of the Red War.
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Apr 30, Zhentarim traders. Shadowy figures roaming the fields near Hillsfar. How do these all relate? Everything traces back to the recently unearthed grave-barrows. Rescuing a caravan from undead attackers, the adventurers learn of an ancient danger. Apr 03, Bloodpurge, a bayou village in the Flooded Forest, has come under siege by malevolent powers. Many hunters in this shanty-town have gone missing. Desperate folk murmur rumors of evil lurking in the willow groves. Barbarian Raids have been disrupting life in the farms outside the mining town of Glister.
Raids by the forces of the Raven Lord Attatarxes have taken their toll on the villages near Glister. Having finally gained an upper hand in repelling a raid, Thrusk Tharmuil seeks aid in taking the fight to the Raven Lord. Great walls now cut off the Harbor District from the rest of Thentia where the Watchlord promises the ill are being taken care of, but how do they really live?
Jul 10, The food shortages in Thentia have gotten worse. THe crops aren't producing as much, and with the Harvest Festival approaching, the government of Thentia is seeking people to investigate the farmlands to find the cause. Popular belief says that there are monstrous beings rampaging the farms, but other powers are afoot….
Jul 04, Storms batter Thentia and the rains are threatening to wash away what little farm land is available. But these are not the only storms to threaten the peace as various powers wage a quiet struggle around the city. Are you brave enough to become an Agent of the Fates? Jul 07, In the midst of this a priest of Ilmater has been accused of a heinous crime. But is this really the truth of the matter, or are we all just Agents of Fate? The normally joyous festival of Highharvestide fast approaches the Moonsea but denizens of Thentia are not celebrating. Thanks to recent bad harvests along the River Thent and an increasingly impassible harbor, famine looms.
Survival may depend on the arrival of every single larder-laden wagon. Could more trouble than bandits stand between the farmers and the walls of Thentia this season? The Council of Mages has recently sent a young apprentice out to investigate the strange disturbances that have beset Thentia. It has been several weeks and he has not yet reported back. Is he simply late or is there something more sinister afoot? Love, loss, and lies intertwine as the election of a new WatchLord approaches in Thentia.
Political intrigue runs rampant and the lives of several young women are in danger as the Fates draw you in once again. Sep 07, Election time in Thentia is here! With the recent, strange events surrounding Thentia, there is a tense contest for the seat of Watchlord of Thentia. The town has divided itself into factions supporting their candidates, and with that, the people ahve been very hostile to each other.
On election day, certain key figureheads in the town need to vote, but might need some help getting there…. Is this a simple rescue mission, or is there more at stake? Nov 29, On the urgent request of the factions, a covert raid party must be sent in to secure as much knowledge as possible, and destroy whatever schemes lie below. Apr 13, The Northern Moonsea region has recently been plagued by a mysterious pirate ship, which is seemingly able to appear without warning and then simply vanish.
Instilling fear, and beginning to impact trade, those with vested interests in the area need this thorn removed from their sides. First, however, they must first discover where the mysterious ship calls home. Through coercion of their best fence, its current port and owners have been located. Now is the chance to strike out, and possibly acquire both the boat and its captains: The Teshwave Siblings. Sep 05, A sleepy little mining town in the Dragonspine Mountains has enjoyed the peace and quiet of their simple lives for decades. But despite his best intentions, the arrival of a scholar seeking ancient treasures has disrupted this community.
A travelling band of adventurers is just what is needed to set things right. Dec 28, A beholder tyrant ship crashed into the Dragonspine Mountains many years ago. Three beholders survived and found a home in Mulmaster. A recent archaeological dig may have discovered the crash site. Do you have what it takes to help the Corps? Jun 29, A bizarre sea monster has been spotted near Hillsfar.
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Strange voices visit people in their dreams. Stevens, The Role Initiative. Our heroes are asked to investigate the old hive and determine the cause of the seismic activity, but another pressing matter is revealed to them, too. Sep 17, A new trend is sweeping through the upper crust of Hillsfar nobility. Private menageries—the more exotic the better—have begun popping up in mansions and gardens around the city. However, recent reports of dangerous monsters escaping captivity and attacking citizens have the Red Plumes concerned.
Where are these monsters coming from, how are they being procured, and what threat might this pose? This menace is still in its infancy, and must be taken care of before it poses a threat to the area-at-large. Your flumph friend must come with you to sniff out the signs, so keep it safe! Every years, the famous Eastern Moonsea Adventuring Convention takes place in the woods south of Elmwood. New adventurers often find themselves drawn to this event, in search of fame, fortune, and most importantly, swag.
Mischief and intrigue, however, are afoot and new adventurers must answer the call. Recently, two moss-covered skeletons walked out of the Moonsea and attacked the village. The villagers were able to defend themselves, but they fear something worse may be coming as a thick and ominous fog slowly rolls in from the Moonsea. This is a Tier 1 APL 3 Adventurers League legal adventure set in a small fishing village just south of Hulburg, and along the northern coast of the Moonsea. Dec 11, Heavy mists have plagued the area around Phlan for weeks, even after the reported death ofVorgansharax, the Maimed Virulence.
People have been disappearing in those deadly fogs, andnow dead bodies are turning up. Oct 01, Folk tales warn of strange noises from the Cormanthor Forest when winter fogs are thickest and the black of night has no shadows to cast. Call of the Elvenflow is a four-hour adventure for characters of level , balanced for five 1st-level characters. It is the first part of the Elvenflow Saga, a series of standalone adventures set on the banks of the Elvenflow Estuary near the shore of the Moonsea. These adventures premiered at the UK Games Expo and are designed to evoke the feel of the classic UK series of modules: strong stories, rich on folklore, with plenty of scope for roleplaying.
Apr 26, A devout priestess of Torm seeks one of three platinum discs once carried by a trio of Banite fanatics. To retrieve the item, the characters must travel into the rocky, broken lands of Thar and unravel the protective magic left behind by the archmage who originally hid the disc. To retrieve the item, the characters must sail the Moonsea, journey to its depths, and unravel the protective magic left behind by the archmage who originally hid the disc. To retrieve the item, the characters must delve an abandoned dwarven mine and unravel the protective magic left behind by the archmage who originally hid the disc.
A priestess of Torm needs adventurers to travel to Thentia with three platinum discs that once belonged to a trio of Banite fanatics. From there, the items are bound for Elturgard, where they can finally be destroyed. It seems like a simple task, but followers of Bane also seek the discs.
A priestess of Aumunator has come to the Moonsea from the Anauroch Desert beseeching aid against an old and resurgent foe.