Campaign Overview
Beneath the city streets lies a realm of perpetual dusk—an immense underground metropolis hewn from basalt caverns, threaded by canals of dripping water, and ruled by the strong, the cunning, and the deceitful. In "Shadows in the Undercity," adventurers plunge into the Stygian Bazaar, a melting pot of thieves’ guilds, drow syndicates, and secret cults dedicated to dark deities. Steam-lit alleys conceal illicit markets. Bioluminescent fungi light precarious rope bridges. Poison-tipped weapons glint in half-shadows. Every corner yields a choice: betray or be betrayed, forge uneasy alliances or fight alone.
The party’s journey begins as small-time operatives, hired for night-cloaked tasks in the Bazaar’s canals and market stalls. Soon they uncover hints of something far more sinister: the Crown of Umbral Night, a legendary artifact powerful enough to shroud the entire undercity—and perhaps the surface world—in eternal darkness. To stop its resurrection, they must navigate the fractured Shattered Warrens, broker a fragile truce among ratfolk warlords, and infiltrate the bloody heart of a spider-worshipping cult. Each step reveals moral crossroads: rescue kidnapped innocents at the cost of an alliance, choose to destroy or claim forbidden magic, confront the horrors of fanatical zeal and whispered conspiracies.
In the final act, the Obsidian Court awaits—a black cathedral of glass and basalt where the Syndicate’s matron queens and thieves’ lords convene. Here, players must negotiate, fight, or deceive their way to the Obsidian Throne itself, where shadows live and breathe, and a single wrong move can doom them to eternal night. Their decisions will reshape the Undercity’s balance of power, deciding which guild emerges triumphant—or whether a new order of heroes will rise from the darkness.
Prepare for a campaign of stealth, espionage, and gut-wrenching choices. Play against the shadows—which may hide both your greatest allies and deadliest foes. In the Undercity, truth is obscured by lies, loyalty is as fleeting as torchlight, and every shadow conceals regret. Will you stand as a beacon of hope or become another whisper in the dark? The choice awaits in "Shadows in the Undercity."
Starting Location
The Stygian Bazaar
Secrets
- A hidden ledger lists every informant in the Bazaar, including undercover city guards.
- A network of water channels beneath the stalls leads to a sealed crypt containing a dark artifact.
- The Bazaar’s central pillar is keyed to an ancient draconic ward—it can reveal magical surveillance nodes to those who speak the right command word.
Key Locations
Dragonspine Column
A massive basalt pillar carved like a dragon’s backbone, its ridges polished smooth by centuries of use. At its base is an open forum where bounty notices are posted on iron boards, and informants gather. The pillar is sculpted with reliefs of draconic figures in battle, their eyes inlaid with garnets that gleam when light strikes. Surrounding the column are small stalls of clandestine scribes who transcribe secret letters, forge documents, or decrypt coded messages. Above, wooden platforms strapped to the stone host lookouts with crossbows ready to fire on thieves who overreach. The column’s magical resonance allows minor scrying spells to tether onto it: it’s rumored that anyone who posts a notice here risks magical surveillance. Rumor says the dragon’s eyes are tied to an arcane warding circle that can identify forgeries. The immediate area hums with arcane energy, and faint draconic runes glow at midnight. This site is a nexus for posting job leads and bounties, making it indispensable for adventurers seeking work, but the risk of being watched is ever present.
Additional Notes
This location serves as the community noticeboard. Prepare hooks tied to posted bounties. Magical effects: small detect magic aura. Guards from multiple guilds patrol.
Veil of Whispers
An ornate stone archway encrusted with black opal that leads into a network of whispering tunnels. Carved inscriptions in Undercommon run like a spiral, instructing initiates in the art of listening: every footstep and murmur echoes and intermingles until voices become a single hiss. Secret doors, disguised as rough rock, open only to those who speak the proper passwords in the right tone. Bioluminescent mushrooms cast shifting shadows that appear like faces in the walls. At the heart is an amphitheater where the Umbral Drow syndicate holds midnight trials and interrogations by candlelight. The air is thick with incense of nightshade and myrrh, dulling the senses and making all voices seem distant. Drow spies gather here to orchestrate plans, trade poison recipes, and exchange coded prophecies. The walls themselves seem to absorb information: eavesdropping is nearly impossible without a specialized ritual to unbind the echoes. It’s said that if you replicate the final whisper exactly, you can bypass any vault in the Undercity. Few outsiders venture here openly—entry requires a token of the Umbral Drow or forged credentials stamped with their black sigil.
Additional Notes
Use sound-based traps: pressure plates trigger sonic bursts. The straw-colored fungus can be used to decrypt echoes.
The Gutterforge
A massive forge hewn into basalt, continually wreathed in orange-red heat from a lava flow channeled through cast iron channels. Blackened stone walls are streaked with soot and molten slag. Dwarven smiths in soot-stained aprons hammer at an array of forges, crafting weapons spiked with osmium, daggers tipped with paralytic poison, and crossbow bolts fletched with razor-sharp shards from the far depths. Brass pipes carry noxious smoke into filtration vents. A low drone of bellows mixes with hammers on anvil, while off-duty mercenaries gamble by the smelting pits, casting dice onto hot rock. Hidden beneath the main floor is a labyrinth of smuggler’s tunnels used to export contraband to the surface. Only the foreman, a grizzled veteran named Kagrah Ironvein, knows their full layout. Rumor claims that beneath the furnace hearth lies the buried skeleton of an ancient creche wyrm whose bloodline gave birth to the obsidian-flaked ore that makes the forge’s steel nearly unbreakable. Drow dealers pay extra for weapons stamped with the draconic insignia.
Additional Notes
Kagrah Ironvein can be recruited for custom weapons. Lava flow can be diverted to trap intruders.
The Shadowline Canal
A half-submerged canal lit by phosphorescent moss and lanterns hung from stone arches. Slow current carries leaking water from the surface cisterns, its surface broken by occasional iron grates—entry points to deeper tunnels. Narrow walkways of slick stone meander along the edges, where smugglers load crates of illicit goods onto waiting barges. Along the canal are secret sliding doors at water level that open to staterooms used by cutthroats, poison-brewers, and informants. Covered docks hold pilfered statues, crates of enchanted gemstones, and cages of exotic spiders. Drow patrollers make rounds on skiffs, armed with nets and crossbows to catch stowaways. Underneath one of the larger docks lies a flooded crypt said to contain the sealed remains of a dark priest, his tomb held closed by a ritual ward. Anyone daring enough to break it risks awakening his servitors.
Additional Notes
Water is waist-deep and cold; stealth checks at disadvantage if players fail to secure footing. Underwater tunnel leads deeper.
The Umbral Auction House
A three-story cavern hall ringed by balconies and supported by obsidian pillars carved in spider-motif patterns. On the ground floor, glittering magical items—cursed daggers, bound homunculi, and memory-draining amulets—are displayed on velvet-lined pedestals. Hooded auctioneers preside over bidding, their voices echoing off the walls. The air smells of brimstone and expensive wine. Elite criminals and syndicate leaders watch from private boxes. Silent drow clerics of a hidden cult of Lolth observe with quartz eyes, offering silent prayers and exchanging coded nods. Moving crates shadowed in the back contain living goods—young apprentices sold into clandestine servitude. A pair of iron gates guard the rear vault where the most dangerous artifacts are stored. It’s said that the gates only open for those bearing keys from each of the major thieves’ guilds, or for someone who has brokered peace between them.
Additional Notes
Use high-society intrigue mechanics. Auction can be interrupted by stealth assault or social deception.
The Shattered Warrens
Secrets
- The Iron Spire’s foundation rests on draconic eggs, still viable.
- The Rat King holds the key to an ancient dragon hoard in the fissure floor.
- A secret cult of deep gnomes trades with the Screaming Widow for preserved memories.
Key Locations
Iron Spire Council
Atop a rusted column of black iron, a circular platform hosts the criminal council of the Warrens. Representatives from the Skavari Rat Lords, the Ember Forgers, and the Screaming Widow cult sit around a cracked onyx table. Tapestries of scavenged cloth decorate the outer railings, and torches in iron sconces cast sharp shadows. Each councilor carries a token of authority: a rat skull, a glowing emberstone, a spider-silk banner. The Spire’s central post is rumored to be hollow, holding secret letters and poison caches. Negotiations end in duels, trials by combat, or bribery auctions. Loudspeakers carved from husks of giant beetles amplify announcements. Below, spies record every word. It’s said that anyone who can stand at the center of the table and speak a decree in draconic will command obedience from the Skaven rat tribes. But the hollow inside is trapped: a misstep might trigger a barrage of poisoned gas.
Additional Notes
Use social checks to influence council members. The Draconic trigger is a potential turning point.
Rat King’s Den
A massive chamber overrun by feral ratfolk whose chieftain—known as the Rat King—sits regally on a throne woven from bones and scrap metal. High ledges host nests of collected shiny trinkets, while a maze of tunnels beneath his seat hides captives taken for ritual sacrifice. The ground is littered with bones and the walls slick with the secretions of giant roaches. The Rat King wears a crown of golden rings taken from merchants, and his cloak is a patchwork of ceremonial fabrics. His minions bring offerings of stolen food and small weapons. He demands tribute from any who cross the Warrens. Outsiders might be offered a chance to earn his favor by navigating the labyrinthine underforums or retrieving a kidnapped ratfolk child. The Rat King’s second-in-command is a gnoll war-priestess named Shagra, who guards his secrets with ruthless zeal.
Additional Notes
The tunnels form a Dungeon beneath—map required. Ratfolk ambushes on any failed stealth.
Screaming Widow Shrine
A subterranean cavern choked with webs that glitter in torchlight. Statues of eight-limbed spiders brood over sacrificial altars stained with old blood. Whispering chants echo in the distance, calling worshippers deeper into the mazelike cavern. The cult of the Screaming Widow sacrifices addicts, slaves, and the unfaithful to glean visions of the future from spider-borne oracles. The shrine’s high priestess, Zyrrineth, presides from an elevated dais woven from silk ropes. She wears a mask of ebony carved to resemble a spider’s face. Cult acolytes crawl on all fours, their limbs dripping venom. Deep within is a sealed crypt where the original priest of Lolth lies trapped in spidery stone—breaching it releases maddened silk horrors.
Additional Notes
Use horror elements. Psychic webs impose disadvantage on perception.
The Obsidian Court
Secrets
- The Throne’s glass was harvested from a fallen celestial’s wing.
- Frozen wraiths can be freed to battle the shadow guardians.
- Journals in the alcove include a ritual to cleanse the Crown’s curse.
Key Locations
The Obsidian Throne
A single pane of flawless black glass perched atop a dais of basalt. It captures reflections with unnatural clarity. Legends say sitting upon it grants the power to command shadows as allies, but at the cost of one’s own life force. The throne room is vast—stories high—with columns shaped like spider legs. Twisted light from red crystals bathes everything in a sanguine glow. Magical wards prevent teleportation and scrying without intricate passwords carved into spider-web glyphs. Any who approach must navigate shifting floor panels that trigger razor-sharp glass shards. Shadow masks hover nearby, ready to animate if an intruder tries to steal the surface’s darkness. At the back are hidden confessionals where spies whisper dark bargains.
Additional Notes
Central battle site. Warding secrets can be uncovered via Arcana DC 20 or Thieves’ Tools DC 18.
Catacombs of Frozen Screams
Beneath the Throne room lies a labyrinthine crypt of obsidian sarcophagi, each sealed with runes that trap the souls of ancient nobles. The corridors are lined with glass prisms that pick up the microscopic shards of ice from the cult’s ritual—a chilling presence that lowers temps below freezing. Frozen wraiths drift silently, their screams trapped in the icy walls, released only by damaging the sarcophagi. A central nexus holds the key to the Draconic Vault, an obsidian door inscribed in draconic runes. Only by offering a sacrifice of cold-blooded creatures can it open. At the far end, a frost-spiral staircase descends deeper into the dripping foundations—leading to the Crown of Umbral Night.
Additional Notes
Use environmental cold effects; check for hidden icy traps.
Vault of Umbral Night
A high-security vault carved into solid obsidian, with concentric wards of dark magic. In the center rests the Crown of Umbral Night on a crystal dais. The crown is forged of black metal studded with onyx and eclipse-glass; it pulses with living shadows. Approaching triggers shadow-warded constructs that emerge from cracks in the walls. The only way to disable the protections is to solve a shadow-glyph puzzle—a magical riddle bound by moon-phase cycles. Behind the vault is a hidden alcove containing the remains of the first drow matriarch, along with her journals. These logs reveal how the Undercity was founded, offering clues to break the crown’s bond. But reading them risks cursing the reader with her restless spirit.
Additional Notes
Puzzle mechanic: Shadow-glyph sequence. Constructs: 4 shadow guardians (MM).
NPCs in The Stygian Bazaar
Marwyn Shadeweaver
A wiry half-elf information broker whose eyes never rest. He speaks softly, always calculating his next cut.
Porra Silkstep
A charismatic halfling rogue who runs illicit gambling dens. She never carries more than a pouch of coin and a deck of marked cards.
High Curae Salanith
A cloaked drow priestess who oversees the Shrine of Whispered Secrets. Rarely speaks, but when she does, it cuts like a blade.
NPCs in The Shattered Warrens
Razael Nighttooth
A drow smuggler turned ratfolk diplomat. She mediates between skaven and drow enclaves.
Eron Emberforge
A goliath smith who oversees improvised forges on the Spire. He’s honorable but desperate.
Zyrrineth Webspeaker
High priestess of the Screaming Widow cult. She’s charismatic, fanatical, and utterly ruthless.
NPCs in The Obsidian Court
Matron Velyria Xune
Leader of the Umbral Drow, elegant and cunning. She presides over the Court and manipulates all factions like chess pieces.
Captain Selgris Vorne
Commander of the Silent Scales, elite drow shadow knights sworn to guard the Vault.
Talshara Deepgleam
A surface-born wizard turned cultist, obsessed with harnessing the Crown’s power.
Factions
Umbral Drow Syndicate
Goals
- Retain control of the Stygian Bazaar
- Acquire the Crown of Umbral Night
- Crush rival guilds and cults
Relationships
With Other Factions
Hostile to all except the Crimson Vipers (temporary truce). They’ve bribed the Silent Scales as mercenaries. They despise the Screaming Widow cult for interfering in their rituals.With Players
Initially gatekeeper and quest-giver; can become deadly enemies if trust is broken, or uneasy allies if assisted against greater threats.Crimson Vipers Guild
Goals
- Expand smuggling routes to the surface
- Secure illithium and magical reagents
- Undermine Umbral Drow authority
Relationships
With Other Factions
Bitter rivals of the Umbral Drow; allied with the Ratfolk under certain bargains. They tolerate the Skaven when useful but distrust them completely.With Players
Offer side quests and support for daring infiltrations. They expect loyalty, charging high fees for protection.Screaming Widow Cult
Goals
- Collect soulstone fragments for Lolth’s ascension
- Spread madness in the Bazaar to weaken order
- Awaken the ancient spider spirits in the Shattered Warrens
Relationships
With Other Factions
Feuds with Umbral Drow but sometimes shares agents. The Crimson Vipers use cultists for fearsome distractions. They are reviled by skaven communities.With Players
Offer occult knowledge and boons—but risk madness and betrayal. Party may choose to destroy or join them.Main Questline
Into the Stygian Bazaar
Given by: Marwyn Shadeweaver
Goals
• Locate the operative in the canals • Retrieve the stolen contracts • Return them to Marwyn without alerting the Umbral DrowReward
• 300 gp • +1d6 to Deception checks with Marwyn • Information about secret canal routesSecrets
- The contracts implicate a surface noble.
- Marwyn actually wants to sow discord between guilds.
DM Notes
This quest introduces players to the Bazaar’s geography and key NPCs; encourage creative problem-solving.Web of Shadows
Given by: High Curae Salanith
Goals
• Gain access to the Veil of Whispers • Bypass sonic traps and hidden wards • Steal the prophecy scroll • Deliver it to Salanith without alerting drow sentriesReward
• Minor divine boon (choice) • 500 gp • Cult insider knowledgeSecrets
- The scroll contains a plan to resurrect a fallen Lolth priestess.
- Salanith will betray the party after acquiring the scroll.
DM Notes
Emphasize sound-based puzzle mechanics and roleplay infiltration.Council at the Spire
Given by: Razael Nighttooth
Goals
• Convince each faction to sign a non-aggression pact • Expose the double-cross within the Ember Forgers • Escape assassination attempts to inform RazaelReward
• 1000 gp divided among faction coffers • Temporary safe passage through the Warrens • A ratfolk warband ally for the final assaultSecrets
- The Ember Forgers’ leader plans to betray the Skaven.
- Matron Xune secretly funded the offensive to appear under assault.
- The summit’s location is bugged with listening webs.
DM Notes
Heavy social encounter; leverage earlier side-quest relationships.Vault of Umbral Night
Given by: Captain Selgris Vorne
Goals
• Descend to the Vault • Disable wards via puzzle • Defeat shadow guardians • Secure or destroy the CrownReward
• Crown (usable or destroyable) • 2000 gp • Reputation shift—enemy of Matron XuneSecrets
- Destroying the crown frees trapped souls for an allied army.
- Captain Vorne plans to seize power once Xune falls.
DM Notes
Final quest pivot: players choose sides, face moral dilemma.Twilight Reckoning
Given by: Variable
Goals
• Survive the war council assault • Confront Matron Xune atop the Throne • Decide the Undercity’s new orderReward
• Titles allied to chosen faction • Legendary magic item (chosen from campaign loot) • Influence over future Undercity politicsSecrets
- Xune’s life-binding contract can be undone with the soulstone fragments.
- The Obsidian Throne will grant dominion over shadows to the party’s leader.
DM Notes
Combine social, combat, and final roleplay; allow multiple endings.Side Quests in The Stygian Bazaar
The Missing Shipment
Given by: Marwyn Shadeweaver
Goals
• Interview dock workers • Track the pilfered crates via coded runes • Battle or negotiate with the canal thieves • Recover the shipment intactReward
- 500 gp coins
- 1d4 doses of purified illithium dust
- Marwyn’s gratitude (future information at advantage)
Secrets
- The shipment was stolen by a mole in Marwyn’s own ranks.
- Each dose of dust is cursed—unless cleansed by an exorcism ritual.
- The surface buyer plans to use it to power a prototype of an illithium golem.
DM Notes
Emphasize stealth in canals; reward creative approaches.Dancing with Shadows
Given by: Porra Silkstep
Goals
• Set a trap during the next gala • Research demon-binding seals • Unmask the culprit among Porra’s staff • Return the beast-spirits safelyReward
- A Deck of Illustrious Fates (magical cards)
- 2 healing potions
- Favor with the Halfling Underwire
Secrets
- Porra’s best dancer is laundering Guild funds.
- The beast-spirits are bound by a minor demon she secretly summoned.
- The break-ins are a distraction from a bigger heist planned at the Auction House.
DM Notes
Use social skill challenges and minor illusions.Lurkers in the Gutterforge
Given by: Kagrah Ironvein
Goals
• Inspect ore wagons • Defend against subterranean saboteurs • Interrogate captured saboteurs for the spy’s identity • Secure the ore vaultReward
- Custom masterwork weapon
- 300 gp in alloys
- Kagrah’s referral to a dwarven enclave
Secrets
- The ore contains trace amounts of draconic blood magic.
- An inside man plans to siphon molten steel into a sabotage mold.
- The Umbral Drow syndicate leader has a bounty on Kagrah’s life.
DM Notes
Include environmental hazards: lava spills, steam vents.Echoes of Betrayal
Given by: High Curae Salanith
Goals
• Locate three cult caches • Overcome psychic wards • Decide whether to hand fragments to Salanith or destroy themReward
- Minor divine boon (choose 1)
- Access to cult secrets
- XP for completing moral challenges
Secrets
- High Curae plans to betray the party once the stone is whole.
- Each vision requires a saving throw or gain a lingering madness.
- The cultists intend to sacrifice a child above on the surface after the stone is reformed.
DM Notes
Focus on roleplay and moral conflict; use short visions.The Lost Ledger
Given by: Marwyn Shadeweaver
Goals
• Navigate the waterlogged sluice • Disarm submerged traps • Battle undead cult warders • Retrieve the ledger and escapeReward
- 750 gp
- Exclusive footage of Umbral Drow leadership
- A reputation boost among surface contacts
Secrets
- The ledger implicates a beloved city councilor.
- One of Marwyn’s lieutenants sold the ledger to a rival.
- The sluice tunnels are haunted by drowned cultists seeking vengeance.
DM Notes
Use underwater rules; limit light sources.Side Quests in The Shattered Warrens
Forged in Shadow
Given by: Eron Emberforge
Goals
• Enter Drow Warrens • Steal the shard without alerting guards • Return to Eron aliveReward
- Custom magical armor
- 2d6 gp gemstone shards
Secrets
- The shard is cursed unless blessed by a drow priest.
- Eron plans to barter the finished weapon with surface craftsmen.
- The shard was originally a fragment of a dracolich’s shell.
DM Notes
Blend stealth with negotiation if captured.Children of the Egg
Given by: Razael Nighttooth
Goals
• Descend to the bottom • Battle bandits and roaches • Escort eggs to a safe cacheReward
- Dragonshard pendant
- 500 gp
Secrets
- The wyrmlord plans revenge on Razael if she cannot protect the eggs.
- Bandits are disguised drow agents.
- Eggs can be used to hatch drakes loyal to the party.
DM Notes
Terrain is treacherous; use climbing checks.Side Quests in The Obsidian Court
A Token of Faith
Given by: Matron Velyria Xune
Goals
• Infiltrate the aboveground shrine • Steal the chalice without being detected • Return it to Velyria aliveReward
- Noble status within the Umbral Drow
- Black spider-silk armor
Secrets
- The chalice is cursed and will bind the bearer’s soul.
- Velyria plans to sacrifice the party publicly.
DM Notes
Incorporate social deception and stealth.Echoes of the Matriarch
Given by: Talshara Deepgleam
Goals
• Access the hidden alcove • Avoid or defeat the Vault guardians • Smuggle out the journalsReward
- Tome of Shadowed Vitae (rare ritual book)
- 2d4 vials of alchemist’s blood
Secrets
- Talshara’s “cure” is her own twisted plague.
- The journals contain a ritual that binds spirits to mortal flesh.
DM Notes
Test player loyalties; offer partial truths.Encounters
Canal Ambush
MediumSuggested Level: 3–5
Creatures
- 4 Skulkers
- 2 Swarm of Rats
Terrain Features
- Narrow canal walkway at water’s edge
- Submerged platforms cause uneven footing
Treasure
50 gp, a coded ledger page
DM Notes
Skulkers use hit-and-run tactics; map tight for stealth advantage.
Forgeside Riot
HardSuggested Level: 5–7
Creatures
- 6 Skaven Warriors
- 3 Ember Forger Retainers
- 1 Fire Elemental
Terrain Features
- Flowing lava channels
- Collapsible platforms
Treasure
Masterwork tool, emberstone worth 200 gp
DM Notes
Use environmental damage; encourage creative use of lava flow.
Webbed Hallway
MediumSuggested Level: 4–6
Creatures
- 3 Spider Cult Acolytes
- 2 Phase Spiders
Terrain Features
- Psychic web blocking corridor
- Flickering torchlight
Treasure
Cult robes, 100 gp
DM Notes
Webs impose disadvantage on checks; show horror tone.
Shadow Guardian Gauntlet
DeadlySuggested Level: 7–9
Creatures
- 4 Shadow Guardians
Terrain Features
- Obsidian hallway with rune-carved panels
- Occult traps releasing necrotic bursts
Treasure
Crown of Umbral Night (quest item)
DM Notes
High stakes; pacing crucial to avoid player overwhelm.
Spider-Webbed Council
HardSuggested Level: 6–8
Creatures
- 4 Drow Shadow Assassins
- 2 Giant Spiders
Terrain Features
- Council chamber with balconies
- Hanging webs that give partial cover
Treasure
Councilor’s signet ring, 300 gp
DM Notes
Blend social and combat; use ambush from above.
Magic Items
Crown of Umbral Night
LegendaryLocation
Vault of Umbral Night
Attunement
True—requires Will save to avoid being consumed by darkness
Deck of Illustrious Fates
Very RareLocation
Reward from ‘Dancing with Shadows’ quest
Attunement
False
Dragonshard Pendant
RareLocation
Reward from ‘Children of the Egg’
Attunement
True—attuned to draconic bloodline
Spider-Silk Armor
RareLocation
Umbral Auction House
Attunement
False
Tome of Shadowed Vitae
Very RareLocation
Reward from Talshara Deepgleam quest
Attunement
True—requires proficiency in Arcana
Deck of Marked Cards
UncommonLocation
Porra Silkstep’s gambling den
Attunement
False
Obsidian Dagger of Silence
Very RareLocation
Gutterforge secret mold
Attunement
True—requires one hour of stealth vigil
Lantern of Echoed Truth
RareLocation
Hidden vault in Veil of Whispers
Attunement
False
Marwyn’s Ledger Page
UncommonLocation
Canal Ambush treasure
Attunement
False
Ring of the Rat King
Very RareLocation
Rat King’s Den
Attunement
True—must serve the Rat King for seven days
Player Characters
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