A people on the brink of rebellion. Descendants of an ancient empire, now subdued by a modern one. Rumors of a bipedal beast that feeds on the invaders and personifies the resistance. A land of tradition, mystical beliefs and strong cultural identity cannot be converted by force. Ivreanite soldiers of the colonial troops stationed in Zandria keep disappearing, supplies keep getting lost, and trade ships keep sinking. Sabotage, resistance, and guerrilla are words whispered among the ranks of the Ivreanate and screamed in the secret meetings, deep into the jungle, where Zandrians plot the revenge of Matuzu, the god of nature. Will you help find what lurks in the swamps outside the city of Queensport? Will you extingüish the flame of resistance? Or will you help liberate the Zandrian people by releasing The Beast Inside?
This is a dark-fantasy and horror 5e module set in the world of Izral and designed to be played by four to five characters of level 3. It serves as an interlude between other adventures and can easily be inserted into a bigger campaign. For example, it could serve as the beginning of a larger story arc set in the Zandrian peninsula. With small tweaks, it can also be adapted to a lower or higher group level.
Adventures in the world of Izral are all fully compatible with the 5th edition of Dungeons & Dragons. A pdf document, maps and stat blocks are included for you and your friends to bring all the grimness and epic of Izral to the party, and each adventure is also associated with a high detail bundle of miniatures to bring the action to the table (for this adventure’s set, you can go to [link?]).
Overview of the adventure:
Part I: A Probable Cause
The players arrive in Queensport, find the local authorities, and try to investigate both the movement of resistance and the disappearance of repentants. It seems that a local seer can lead them to their first suspect.
Part II: The Beast Remains
The problem does not seem to be solved yet. Soldiers keep disappearing, and the rumors about a bipedal beast, with giant mandibles, that lurks in the swamps and hunts amongst the colonial ranks, take a new relevance. This time, they must go to the secret location of a meeting of Matuzian shamans to try and find the truth.
Part III: The Heart of Darkness
The players are captured by the mysterious Warden of the Swamps and other members of the resistance, then taken to the swamps in the presence of Samdu. He will judge whether the players live or die, after finally learning the secret of the Zandrian swamplands...
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