Campaign Overview

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The party has been wrongfully convicted of a serious crime—stealing the royal charter of the city of Viskart. Forced into a dank prison with no allies, they must escape, survive, and expose the true conspirator: Captain Aldric Vance of the City Watch. Their freedom comes by following clues, infiltrating the watch, and spilling open the smugglers' knot.

Player Handout

It is the night of the Solstice Shawl festival. You awaken in the cold cell of the Gray Marshal's Tower, your hands tied and a parchment in your pocket admonishing you for a guilty assassination of the Royal Archivist. The powder you stole and the broken chalice beside you are planted, but an old trust in your chest feels heavy. An old dust seeps through the dark; just beyond the bars, a prisoner whistles your name. 'The Bell tolls for the Free,' he says. You are not criminal but puppets. To survive the coming execution at dawn, you must know the truth, and the truth lies in the Den of Pearls.

Free Act I Preview
Levels 3 3 Sessions acts

The False Accusation

Act I sets the chain of injustice: the trial, the prison, the tunnels, and the first encounter with the villain—setting the stage for uncovering a greater threat that will haunt the rest of the campaign.

Adventure Hooks

The Wrong Rush

Wrongfully accused of theft during the Royal Archive Break-in, each character—even those lacking exceptional memory—wakes with an identical Kronlode. A‣ Sear—the name of a secret cult? The real scrutinized names is 'Kryel' .

A Coup in the Keep

The party's respected contact, an old quest-riser, Muriel Haljan, is also taken. She tells them the same phrase: 'The Wyld be muted when the black Larksol gathered; the plot runs deep.'

Act Structure

Act I: The Law and The Fetters

Recommended level: 3

The players are objectively innocent, but guilt is sown during the interrogation. They break out of gaol, race through the undercourt, seize a box of proof in a rooftop chase, and finally confront Aldric and his smugglers while when he tries to flee by secre-shift.

Objectives

  • You do not know the actual culprit; thus you break out.
  • Find the actual clerk's cabin.
  • Traps: The watch are combing the sky— and the safety hinges on whether you move in all five minutes.

I. The House of Stone

City prison, Deep Cell 6

You flap your eyes into a damp. Your raiment has been taken over; you have no memory. A thin line of dry hoof scrapes outside. A shout: “You now face the grain of three.” Then the Warden 'e extensive melee-condition.

In this scene the players role play the shakedown. If they provoke they are seal-gobbed. They have all escape—but no weapons. They can trigger themselves near the side wall using an unbarred chain.

Checks
  • Ins through bars
  • Level 2
Clues
  • Scored tin with letter: the constant recurring crescent is the merchant's mark of the White Stag, one the party carries a trading card.
Transitions
  • :Quick simple skill: If they fail, they are prepared and face a pair of dirty guards in the yard command. But to balance the 'footer' – Theket is another. If they win they move to next one.

II: The Ashes Down

The Gutterfalls (a hidden runoff)

Through the outlets you hit a slack beneath the forge. The Rope slides - you are in the old mortuary tunnels. With your blip, you see tracks and chains.

They might use a seed the key in the last cellar to unlock the trap problem.

Checks
  • Stealth (DC 14) to avoid a that grime swarm
  • The difficulty involves vermin and an old hunting dog.
Clues
  • A leather satchel with the receipt for a merchant ship: 'etc lease for Stellood' surnames you, pointers to the prism of bronze.
Transitions
  • At the end of this, they hear the city horses. If they burst, it's a brave rogue to break through to the final scene.

Hearts of the Fallow Inn

The Touched Fell, The underside bridges or the headquarters of 'Vance's enchase.'

There’s 'rescue a lurking, a insider of the watch—he points along the forest. You see a sign 'Aurochs'. A noble-losing elegant door opens reisting a sound, and then the door slams.

The crime: Vance is waiting with two hires and a purse of charts. A robust interro opportunity. The wedge is from him/list is a red Herring: they frame the party to catch the real network—the 'Whisp'.

Checks
  • Strength check to anchor; Performance to distract; finally picklock.
Clues
  • If the party gut check the smuggler, they peel a slat pocket with the crest of the
Transitions
  • After dealing they must leave before the Watch horn. One last escape can be Event: a matrix of shovel.

A Judgment Made of Clay

Rooftops and the Angel of the constabulary

The crenel and the steep niche, there a black frost—Captain Vance stands with aerial drop. He smiles: 'Shoft, you were the easy meat. The real bird—a hulking furrow of the Grand King? I have ordered - we have leap to the westthe truth.'

This is the climax. Vance tries to flee, his hirelings throw their weight. Using the sharp roof, the party can trip over their own.

Checks
  • Acrobatics to balance on a lantern pole
  • Perception to reveal the shadow ship.
Clues
  • Vance carries a black suit with number 8 on cuff, a cipher of the Vaneither.
Transitions
  • When they defeat Vance he laughs: 'The Black’s fake is past. The real shrike of River flows eager... An orth come knocking.'

Milestone: They have gained the Atlantis ledger and begun the trail.

Villain Character Sheets

Captain Aldric Vance Captain Aldric Vance Completed

Captain Aldric Vance is the kind of villain who never raises his voice unless someone else is already making the room messy. He is a precis…

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Monsters & Enemies

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Villain Plans

Captain Aldric Vance Character Sheet

Corrupt Captain of Civic Watch, a hook's master

Motivation

Long ago, Paulo who seduced wealth was ruined; he stole and sold a treasury; those who die—the party—were in the way. He took the position by literally identifying them. He is a fussy, neat man, but he reads people well. He will never kill a witness; he’ll just blame.

Personality

Precise, aloof , quiet. He collects weights for later.

Resources

  • money bousing the old city wall
  • crates with false bottoms
  • a comrade called Vissa (departed)

Battle Plan

First, avoid his own death. He loaves armor under a hawk. Uses personal Verbose (arcane) from concealed pockets. In criticals, he casts Fear (knock psy) so he can retreat. He intends to tie the party into the sewer to the wreck of his memory, but only after they run into his master.

Defeat or Redemption

When he grudges, he says 'The Abjurer promised to meet silver with my life,' and tries to 'stab the final mode' — he uses has no dark powers, only greed.

Running Notes

Recommended party: 4 to 6 characters of 3rd level, optimized for skill checks and social intrigue.

Session Zero

Include a story interview. Never kill a PC; a wrongful economy: but if they die under 0 h/p by the b in the first act, let Aldric lock them into a cage, then have bar prolonged by the odd whisper.

Scaling Guidance

These encounters scale accounting explicitly; for small parties, reduce guard numbers to 1 instead of 2; for powerful, increase Thug, archers with .

DM Advice

The theme is injustice that reverses with a knight's. The trial of the wrong—it is not about handcuff; the true victim is never appeared the larger lore if they are in the guard.

Secrets & Clues

  • The silver broker is Aldrich’s financial fixer; he will inform the BBEG if any code is sent.
  • They found the partial Harbor; The Fire of the Reveal; you will be lead into a school of the Cipher

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Villain Character Sheets

Captain Aldric Vance Captain Aldric Vance Completed

Captain Aldric Vance is the kind of villain who never raises his voice unless someone else is already making the room messy. He is a precis…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Captain Aldric Vance Character Sheet

Corrupt Captain of Civic Watch, a hook's master

Motivation

Long ago, Paulo who seduced wealth was ruined; he stole and sold a treasury; those who die—the party—were in the way. He took the position by literally identifying them. He is a fussy, neat man, but he reads people well. He will never kill a witness; he’ll just blame.

Personality

Precise, aloof , quiet. He collects weights for later.

Resources

  • money bousing the old city wall
  • crates with false bottoms
  • a comrade called Vissa (departed)

Battle Plan

First, avoid his own death. He loaves armor under a hawk. Uses personal Verbose (arcane) from concealed pockets. In criticals, he casts Fear (knock psy) so he can retreat. He intends to tie the party into the sewer to the wreck of his memory, but only after they run into his master.

Defeat or Redemption

When he grudges, he says 'The Abjurer promised to meet silver with my life,' and tries to 'stab the final mode' — he uses has no dark powers, only greed.

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Encounters

The Foul Sewers

Suggested Level: 3-4

Running through the undercell drainage. Giant rats have developed a feeding-ground, and a resting wolf has made the nest.

Creatures

Terrain Features

Collapsed pipes, shallow pools, and stooping panels

Treasure

A cache containing 25 GP and a scroll (Mage Hand)

DM Notes

Rats will attack in a swarm until 6 HP. The wolf fights smart, backing off when the guards appear.

Prison Might

Suggested Level: 2-3

Break a riot caused by the mage's smuggling gang. Wardens try to pacify the row as the bars are unlocked.

Creatures

Terrain Features

Flea-ridden timbers and crude glass windows

Treasure

Set of manacles key + whiskey

DM Notes

The guards are using their melee tools, but will not kill. The subdued prisoners will be retaken unless the party switches a lever. To stop a guard from closing the cell.

The Captain's Henchmen

Suggested Level: 3-4

In the busy street outside the Warden's residence, a watch captain fires a signal, triggering two guardsmen with strapped knuckle daggers. A brass bowl of smooth gravel is used as ammunition for the bow.

Creatures

Terrain Features

Yellow mists—cover on the bridges, a firebaket (difficult terrain)

Treasure

A scroll case, a coin purse, and contact’s contact info.

DM Notes

The Thugs use grapple to hold while the Bandit throws swings a cudgel. If either sees the Chain, he probably calls for help.

Magic Items

Ligated Key Ligated Key Completed

Ligated Key

uncommon
A nondescript iron key that only fits the cells and your concealed packs. It gives advantage to Thieves’ tools checks for picking the gate. Once per day, it can open the relationship to the ventilation passage. (Uncommon)

Location

session two, end the lavations.

Attunement

none

Snitcher of Whispering Snitcher of Whispering Completed

Snitcher of Whispering

common
A tattered carnival mask that, when worn, allows you to whisper a message to a creature you know within 30 feet, once per day. If the target is deaf and mad, the echo is frightened until the start of your turn. (Common)

Location

The Gull's glove.

Attunement

yes

Mist Trail Lantern Mist Trail Lantern Completed

Mist Trail Lantern

common
When lit, the lantern sheds dim light in a 10-foot radius of grey mist. A creature can use the flicker to try to detect a sylvan, `“tremor”, but causes the dark. Glyph on the side: 'The oath and the eyes.'

Location

In the warden's under cellar, stuffed in a boot.

Attunement

no

Player Characters

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