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"What begins as murder at the Midnight Bazaar unravels into a conspiracy of spirits and sorrow. Masks whisper to masks, spirits guide the living towards frozen ruins, and righteous grief has birthed a machine of endless retribution. From smugglers’ market to an ethereal sanctuary, heroes must choose: break the cycle of vengeance, or let the masks claim them too."
This is an adventure compatible with the 5th edition of Dungeons & Dragons! These adventures include a pdf document for you to run with your party as well as printable map/s and exclusive creature stat blocks!
This module is a Fifth Edition adventure for four to six adventurers with an average party level (APL) of 8. A central theme of the adventure is losing one’s identity due to the masks’ influence. The masks can be removed using spells such as Remove Curse or Greater Restoration, while other effects in the adventure require the use of Dispel Magic to counter. Ideally, the party should include enough casters to cover these needs, but make sure to note the NPCs and opportunities when the characters can receive such magic from other sources. Also note that the adventure begins on a moonless winter night in the Arctic Circle, and takes place over the course of the following week. Make clear to the players that lighting conditions range from total darkness to dim light, incurring all related penalties. It takes place in the Drifting Heavens but can be incorporated into any campaign setting, and it can be played as a stand-alone module or as a quest in an ongoing campaign. If you wish to include our miniatures in your game, find the bundle here:
Adventure Synopsis:
-The characters visit the Midnight Bazaar, where the masks are sold, and are given the opportunity to purchase at least two for themselves. They witness their destructive aspect during the rampage of a Svintrol wearing the Warlord Mask, as well as their controlling aspect when investigating the murder of a former Arcturi Bjornkrieg.
-All clues and events point to the abandoned ruins of Jokullborg, towards which the party must now travel, braving the elements and perils beyond the boundaries of the so-called civilized North.
-The characters must make their way inside the semi-ethereal Sanctuary of Echoes, where Sagaskald oversees the creation of the masks and the assimilation of the wearers into instruments of vengeance for the slain of Jokullborg.
-Finding themselves in the presence of Sagaskald, they need to convince the Rimewind Exarch of his misguided attempts to spread Owl’s influence, or forcibly stop him in a deadly battle.
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