Preparation
Before running the adventure, prepare as follows:
- Step 1. Read the “Adventure Background” section.
- Step 2. Review “DM Aid: The Chained God is Stirring.” …
Before running the adventure, prepare as follows:
Shadowmoor is a gloomy reflection of Lorwyn. Conditions are harsh, but despite the darkness and danger, its wilderness brims with life. Perpetual night hangs over the realm; the moon crosses the horizon but never sets. Shadowmoor’s lunar cycle is monthly, reflecting most Material Plane moons. Outside areas are in Dim Light, except during a new moon, when they are in Darkness.
In this encounter, the characters come across the scene of a bandit attack on a merchant’s caravan. The scene, however, is partially staged. The supposed survivors the characters encounter are bandits hoping to trick and capture them.
The road curves around a small, forested hill, presenting a terrible scene. Carts are overturned, crates are smashed, and at least twenty people are dead or wounded. One of the survivors, blood on his face, calls out. “Pelor be praised. Please help us. We were attacked by bandits and left for dead. They took everything.” The truth of what happened here differs from the scene presented. A merchant…
Manipulate Darkness and Weakness with Ease Kindred are creatures of darkness, but none so much as the Lasombra. They are masters infused with the inky abyss from which they draw their power, turning shadows into an extension of themselves. Level 3: Lasombra Bane Lasombra don’t tolerate failure, especially their own. When you roll a 1 on the d20 of a D20 Test, you have Disadvantage on the next…
Every locale in Lorwyn teems with life and vivid colors. Eternal day reigns here; the sun moves across the sky from one horizon to the next, its light forever visible. Outside areas are always bathed in Bright Light.
Read or paraphrase the following to start the adventure: Leukish is on edge. Not only has unease concerning Duke Karll Lorinar’s failing health built over the months of his illness, but recent strange tidings tell of an ancient, evil artifact travelling throughout the countryside and sowing trouble wherever it passes. Worse still, rumor has it that that same artifact has surfaced in the Duchy’s…
Isilu, often considered a symbol of Shadowmoor, is an enormous, dragon-like creature with six legs and wings that trail billowing, void-like plumes. Similar to its Lorwyn counterpart, Eirdu, Isilu avoids interactions with Shadowmoor’s denizens. Those who look carefully might spy Isilu along Shadowmoor’s horizon, its neck rising majestically to showcase a head that looks like a floating moon. Many…
Incubi exploit the vulnerability of mortal dreams. Slipping into the homes of sleepers, incubi feed off dreams and replace them with terrifying nightmares. Incubi visit victims nightly until their prey expires. The incubi then hunt for new victims, preferring the loved ones of past targets. Incubi can transform into succubi and vice versa, taking the forms they need to manipulate foes in dreams…
When the Graveyard Revenant is destroyed, read or paraphrase the following: Lord Governor Hedric Saevil looks at the fallen creature then to you. He says, “That undead calamity came from the government building…maybe even MY OFFICE! I call on you to save anyone left alive inside and clear the building of any abominations you find.” Characters proceed through sections 1B-D as they explore…
Each Dark Bargain is unique, and a character can enter into a given bargain only once. A character could be bound to multiple Dark Bargains at one time, but each one only once.
| Sector | Challenge |
|---|---|
| Admissions | Neutral: Indifferent Grimlock advisors staff small desks and tiny offices, their faces blank slates of depression. A character who succeeds on a DC 10 Wisdom (Insight) check identifies which advisors still have enough energy to care. |
| Alchemy Labs | Neutral: Three Indifferent Night Hags, shadow-representations of alchemy professors, monitor the space. This… |
Before running the adventure, prepare as follows:
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