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Karma’s Call at Midnight is designed for four characters with an Average Party Level (APL) of 5th to 10th level. Strange events plague the town of Voleubeuge during the autumn festival and a stranger approaches them to propose a heist. This adventure is the second half of the Night of the End’s Kiss, but can be played seperatley from the first half if desired. It can easily fit into any campaign setting with only a few name changes and modifications.

Backstory

The Grey Guards were a famous adventuring party that was a favorite of bards because of the many legendary or mythical creatures they encountered. The founding members Arxot Karma and Bolger quickly pulled in others after failing to take on a displacer beast setting up a den in a nearby forest. Arxot pulled in their childhood friend, Kroske, who suggested a cleric they’d worked with before named Nishru. It happened that fate decided that Arxot and Nishru would fall in love as they adventured together - outsmarting hags, defeating a djinn, hunting a dragon, and more, forged their relationship. Eventually, the group recruited Gravnis, a new wizarding school graduate who was wet behind the ears and in need of real-world experience. As they aged, Arxot turned to saving and planning for retirement, eventually buying a long-abandoned manor in Voleubeuge and renovating it themself. One day Arxot received a letter asking for help too late and arrived at a scene of her former friends and party dead. With a large blackened key clutched in the hands of Nishru, something that Arxot took back with them to add to their collection of items from adventuring as the featured item of the memorial section of the display.

Unknown to Arxot, this large blackened key is Erzith’s Crux (see Appendix B), the last remaining item keeping a powerful fiend imprisoned. It was discovered by a friend of Bolger’s who sent word of needing a powerful group that could help retrieve and protect it. Knowing this was dangerous and needed to stay quiet, they reached out to the three people they trusted most - Nishru, Kroske, and Gravnis. They retrieved it from a dark cult trying to perform a ritual to release Erzith before the cult could complete it. As the cult was chasing them, Nishru managed to get a message to Arxot, who arrived after a group led by Ruk Tux slaughtered them. But being too injured, Ruk Tux hid as Arxot arrived with hired swords to see her friends slain. Following them back to Voleubeuge, they have been plotting how to steal the item back for a long time. Recently, Ruk was able to sneak into Arxot’s manor but was spotted before they could take the item; however, they were able to awaken some of its dark magic, which is the cause of all the weird things happening in town when the party arrives.

Should Ruk Tux get his hands on Erzith’s Crux, he will attempt to finish the previously interrupted ritual to release his dark master.

Adventure Summary

The party arrives in town just in time for a week of parties, food, and games as De’chra Kon’sie kicks off. But what was supposed to be a relaxing week of fun quickly takes on a different tune as an explosion of some magical disturbance awakens them suddenly. The mysterious events appear to be linked to an eccentric noble's magical collection. The characters are given an enticing offer of a funded heist to retrieve and cleanse the item. They will explore the city to investigate the strange happenings and talk to the locals about the manor and its peculiar residents. Will they be able to pull the heist off, or will their failure bring ruin to the city?

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Explorer+ Patrons click HERE to download the Adventure PDF 

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Dungeon Master+ Patrons click HERE to download the VTT Map Pack 




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