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' .
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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.
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.
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.
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' .
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.'
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.
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.
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.
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'.
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.
Milestone: They have gained the Atlantis ledger and begun the trail.
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…
Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.
Subscribe NowFree campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.
Subscribe NowLong 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.
Precise, aloof , quiet. He collects weights for later.
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.
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.
Recommended party: 4 to 6 characters of 3rd level, optimized for skill checks and social intrigue.
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.
These encounters scale accounting explicitly; for small parties, reduce guard numbers to 1 instead of 2; for powerful, increase Thug, archers with .
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.
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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…
Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.
Subscribe NowFree campaign encounters use official monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.
Subscribe NowLong 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.
Precise, aloof , quiet. He collects weights for later.
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.
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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Suggested Level: 3-4
Collapsed pipes, shallow pools, and stooping panels
A cache containing 25 GP and a scroll (Mage Hand)
Rats will attack in a swarm until 6 HP. The wolf fights smart, backing off when the guards appear.
Suggested Level: 2-3
Flea-ridden timbers and crude glass windows
Set of manacles key + whiskey
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.
Suggested Level: 3-4
Yellow mists—cover on the bridges, a firebaket (difficult terrain)
A scroll case, a coin purse, and contact’s contact info.
The Thugs use grapple to hold while the Bandit throws swings a cudgel. If either sees the Chain, he probably calls for help.
Ligated Key
Completed
session two, end the lavations.
none
Snitcher of Whispering
Completed
The Gull's glove.
yes
Mist Trail Lantern
Completed
In the warden's under cellar, stuffed in a boot.
no
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