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"quantity": 1, "weight": { "value": 0, "units": "lb" }, "price": { "value": 0, "denomination": "gp" }, "rarity": "", "attunement": "", "attuned": false, "equipped": false, "type": { "value": "", "baseItem": "" }, "ability": "", "chatFlavor": "", "proficient": null, "properties": [], "bonus": "" }, "effects": [], "sort": 100000, "ownership": { "default": 0, "hK6aHnC1juEsCw3o": 3 }, "flags": { "LocknKey": { "IDKeysFlag": "z0iogFqI7OIyYUSN", "PickPocketDCFlag": "0", "RemoveKeyonUseFlag": false, "LPFormulaFlag": "", "LPFormulaOverrideFlag": false, "LBFormulaFlag": "", "LBFormulaOverrideFlag": false, "ReplacementItemFlag": "" } }, "_stats": { "compendiumSource": null, "duplicateSource": null, "coreVersion": "14.365", "systemId": "dnd5e", "systemVersion": "4.4.2", "createdTime": 1754149073660, "modifiedTime": 1755680014470, "lastModifiedBy": "hK6aHnC1juEsCw3o", "exportSource": null } }, { "name": "Caladen's Quarters", "type": "tool", "img": "icons/sundries/misc/key-steel.webp", "folder": 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null } } ], "journal": [ { "folder": "pAeHeAMYnve9kJNY", "name": "01 - An Offer You Can't Refuse", "_id": "EePUuU6PrAdhouGG", "pages": [ { "sort": 100000, "name": "Background", "type": "text", "_id": "aqvdC2VmNu8fVi8g", "system": {}, "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "
{{ stageDirection |
@UUID[Playlist.uFkuwUr63UAXp858]{Opening} Playlist approx. 10min.
{{ tileSwitch | landing page | bp_initial_page.webp | Show Welcome }}
Once all players are assembled, read the following. (It applies to them all. Duncan obviously collects them one at a time but the scene is the same for each character.)}}
{{ readAloud | You find yourself in jail. All your belongings taken, even your clothing. You sit in a damp dreary cell wearing only the sackcloth tossed at you by the guard.
Suddenly the door to your cell opens. Framed by the door a tall gaunt man.
{{ stageDirection | {{ tileSwitch | landing page | lp_dugan.webp | Show Dugan }} }}
\"Come. You are required.\"
The man turns and guards enter to drag you from the cell. }}
The purpose of this scene is to get the party started on the adventure.
The main NPC @UUID[JournalEntry.JmSnjtGV9IXpMPrX]{Carter} will threaten and cajole the party to get them on board Spirit. After that captain @UUID[JournalEntry.f7N2e4xhi8S489wh]{Caladon} keeps them in line, handing them off to Willy in Comosia (barring other incidents on the crossing).
Once in Camosia its an open world and you need to make the plot hooks appealing enough to keep them on track.
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As you look around it is evident that this hall is functional yet richly (even tastlessly) decorated. Whoever lives and works here likes to maintain an impression of ostentatious wealth.
The man who brought you here stands behind you, off to your left. The guards who manhandled you across town from the cells now stand just behind you maintaining a careful watch on your every move.
A large door behind the dais opens revealing heavy drapes. A slight woman, perhaps twenty years old, pulls the drape aside, then steps aside in the other room holding the drape to allow a fat man dressed in absurdly rich clothing to step into the room. He steps around the dais and collapses in to the chair.
{{ stageDirection | {{ tileSwitch | landing page | bp_dugan_carter.webp | Show Dugan and Carter }} }}
He slouches back in the chair looking down at you imperiously. After a brief inspection he sniffs his contempt, then addresses the man who brought you here.
\"You're sure these are the best you could secure?\"
\"Sire. On such short notice these,\" the man waves dismissively at you, \"are the only… candidates.\"
The man on the dais turns his attention slowly back to you.
\"I need couriers to fetch an item of some… importance, from Comosia. You know Comosia of course.\"
}}
The man is @UUID[JournalEntry.JmSnjtGV9IXpMPrX]{Carter D'Ray}, sheriff of Harnott.
He will describe the task:
Travel to Comosia
Meet his 'representative' Willy Kurt (Willy has a strongbox containing the payment for the stone and he knows the seller, Carter will provide the party with a key for the strongbox).
Secure the @UUID[Item.MhwrZ6T4lOKDu1gl]{Seer Stone}
Return to Harnott
Collect your reward
Carter will make the following offer to the party.
{{ dialog | \"See here. You can take this job, in which case your chattels will be returned to you and you will be free to go with a handsome reward once you return with the stone. Or. You can turn down this offer, return to the cells and be tried for your crimes.\" }}
What reward? Carter feigns offence at being asked, after all surely his word is enough. If pressed he will offer the party [[/award 500gp each]].
What crimes? Whatever Carter makes up. Since he will be the judge in any trial the party are unlikely to be found innocent.
Playing Carter D'Ray
Carter is the epitome of the greedy bureaucrat. He is supremely arrogant, assumes everyone is beneath him and lets them know it.
{{ stageDirection | Once the party accept. Carter will have Dugan present them with a @UUID[Item.UZGZG1BGLHRnPehZ]{Rod Wrapped in Cloth} and a key.
{{ handItem | Rod Wrapped in Cloth }}
{{ handItem | Carter D'Ray's Strongbox Key }}
He will direct Dugan to take the party to the docks.
{{ tileSwitch | landing page | lp_spirit_harnott_dock.webp | Show Spirit }}
Where they meet Captain @UUID[JournalEntry.f7N2e4xhi8S489wh]{Caladon Monteray}.
{{ tileSwitch | landing page | bp_sipirit_caladon.webp | Show Spirit and Caladon }} }}
Carter will (rather smugly) inform the party that:
{{ dialog | I have arranged for transport aboard a… swift.. vessel.}}
He is quite proud of (but secretive about) having blackmailed @UUID[JournalEntry.f7N2e4xhi8S489wh]{Caladon Monteray} after discovering the @UUID[Actor.jT4kTftz1pqIBZB1]{Drimig} Caladon uses to power his vessel when no wind is available.
Carter believes that this rod will help the party identify the @UUID[Item.MhwrZ6T4lOKDu1gl]{Seer Stone}. He is unsure of how this works (\"that's a you problem\") but is confident it will, somehow, identify the stone.
@UUID[Compendium.dnd5e.spells.Item.ghXTfe7sgCbgf1Q8]{Detect Magic} on the bundle will indeed reveal that it is magical. It is a little confusing as the magic is a mix of Divination and Transmutation.
If the cloth and rod are separated then the cloth will have a strong aura but the rod only a weak, secondary, aura (as if it has leeched some magic over the years it has been wrapped around the rod).
Along with the rod, Carter provides a key, this will open the strongbox held by Willy Kurt in Comosia.
Dugan will explain that the strongbox contains payment for the stone.
The key is made of iron and other than being substantial it is unremarkable.
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There is a @UUID[.mAysxpDXQzxqs5mo]{secret} aboard Spirit of which captain @UUID[JournalEntry.f7N2e4xhi8S489wh]{Caladon Monteray} is ashamed. If the party uncover this secret Caladon will become hostile, but if he can be cowed he will become pliant.
Spirit has three crew in addition to Caladon.
Rank | Name | Biography | Theory* |
First Mate | Bill Turner | Oldest and longest serving. Gruff but always willing to give the benefit of the doubt. | Suspect the captain has something in the locked room below that power the ship. |
Carpenter/Sailmaker | Tarquin Striff (goes by \"Chips\" as he HATES the name Tarquin—-The others will provoke him by using Tarquin). | Keeps to himself when possible. Prefers working to playing. | Thinks the captain has made a deal with some deity or demon. |
Ordinary Crewman | Norm (never knew ins last name, didn't see much use for it being an orphan) | Youngest. Orphan, adopted by the crew when he wandered aboard looking for food in Comosia. | Thinks the captain is a magic user. |
* This is their theory of how the captain gets the ship to move without any wind.
The party are treated as the lowest of the crew. Caladon is being blackmailed by Carter to take the party and he is not happy about having them on board.
Also aboard are two paying passengers; Murtle and Stav Dint. They are quartered in the @UUID[.FjyizRD5biSYVimZ]{Passenger Quarters}. The crew may overhear them complaining to the captain about the \"terrible sounds\" in the night. These are the torments of the @UUID[Actor.jT4kTftz1pqIBZB1]{Drimig} in the @UUID[.mAysxpDXQzxqs5mo]{Engine Room}.
Stav is a wealthy (hence they can afford the quarters) merchant. He was in Harnott purchasing some vintage brandy, now stowed in the cargo hold. It is an exceptionally rare and expensive vintage that he hopes to profit from on his return to Comosia. His wife Murtle came along ostensibly for a vacation but in reality she does not trust her husband to be that far from home with the temptations of drink, gambling, and loose women.
The story can proceed in three directions between Harnott and Comosia.
You can choose, randomise, of run more than one of the following.
Scenario | Outline | Purpose |
@UUID[JournalEntry.uffXXLw1LDJLLkyB]{02.1 - Pirate Attack} | The Astral Witch attacks Spirit. Characters are pressed to help sail and fight. | Naval engagement. Also, possible introduction to @UUID[JournalEntry.yfl59gS3jgIX3pdE]{Lady Gray} |
@UUID[JournalEntry.uA1ze0F5uNeBCqbV]{02.2 - Storm} | Largely random. Start near to Otrikius coast. | Survival challenge. Get wrecked up coast. Do they lose anything? |
@UUID[JournalEntry.zEfS9PTFjmfV3y6j]{02.3 - Becalmed} | Spirit loses wind. | Reveal Caladon's secret? |
Caladon has captured a @UUID[Actor.jT4kTftz1pqIBZB1]{Drimig}, a highly hydrophobic creature that he uses to power the ship when becalmed.
This Drimig was captured when young and never learned to speak. It can only communicated with basic gestures.
If the chance arises the Drimig will flee. It can fly and will immediately try to get away from the sea surface by flying vertically up. If if is within 40 miles of a coast it makes it safely to land, otherwise it will crash back into the sea and perish. If it makes land there is the possibility it will encounter the party in future. If they were instrumental in its release it will be disposed to helping them if it can.
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In the room is a @UUID[Actor.9PAChZpl0Oh6b9ag]{Strongbox} that Caladen uses to hold valuables entrusted to him by passengers, along with the crew's wages and valuables. This strongbox also holds the @UUID[Item.WzQdISOtAne5Kduf]{Large Iron Key} to the lock on the @UUID[.mAysxpDXQzxqs5mo]{Engine Room}.
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "ownership": { "default": -1, "hK6aHnC1juEsCw3o": 3 }, "flags": {}, "_stats": { "compendiumSource": null, "duplicateSource": null, "coreVersion": "14.365", "systemId": "dnd5e", "systemVersion": "4.4.2", "createdTime": 1753697999380, "modifiedTime": 1755683802633, "lastModifiedBy": "hK6aHnC1juEsCw3o", "exportSource": null }, "category": null }, { "sort": 196875, "name": "Work Room", "type": "map", "_id": "EgFq5XXzKAnVJm0K", "system": { "code": "5" }, "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "This is a general purpose work room, often used by \"Chips\" the ship's carpenter and sailmaker.
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "ownership": { "default": -1, "hK6aHnC1juEsCw3o": 3 }, "flags": {}, "_stats": { "compendiumSource": null, "duplicateSource": null, "coreVersion": "14.365", "systemId": "dnd5e", "systemVersion": "4.4.2", "createdTime": 1753698057148, "modifiedTime": 1755684115307, "lastModifiedBy": "hK6aHnC1juEsCw3o", "exportSource": null }, "category": null }, { "sort": 198438, "name": "First Mate's Bunk", "type": "map", "_id": "PFJb8s6HTIE7vJIX", "system": { "code": "6" }, "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "Although used as first mate's bunk, when he is not resting here it is another workroom.
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It is designed to take characters from level 3 to level 10 (see @UUID[JournalEntry.ElDznAAkNdZp8ctP.JournalEntryPage.4EfXjkIcocCwiwTT]{Player Character Levelling} for my approach to this).
Peretxt HERE{{button | bp_dugan_carter.webp }} blam
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "ownership": { "default": -1, "hK6aHnC1juEsCw3o": 3 }, "flags": {}, "_stats": { "compendiumSource": null, "duplicateSource": null, "coreVersion": "14.365", "systemId": "dnd5e", "systemVersion": "4.3.9", "createdTime": 1752595603305, "modifiedTime": 1753719485449, "lastModifiedBy": "hK6aHnC1juEsCw3o", "exportSource": null }, "category": null }, { "sort": 200000, "name": "GM Notes", "type": "text", "_id": "TbFxrApEjAh1kIGE", "system": {}, "title": { "show": true, "level": 1 }, "image": {}, "text": { "format": 1, "content": "These are notes for the GM.
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "ownership": { "default": -1, "hK6aHnC1juEsCw3o": 3 }, "flags": {}, "_stats": { "compendiumSource": null, "duplicateSource": null, "coreVersion": "14.365", "systemId": "dnd5e", "systemVersion": "4.4.2", "createdTime": 1753616013546, "modifiedTime": 1753616034699, "lastModifiedBy": "hK6aHnC1juEsCw3o", "exportSource": null }, "category": null }, { "sort": 300000, "name": "Technical", "type": "text", "_id": "mx3zsgRshq6omYVa", "system": {}, "title": { "show": true, "level": 2 }, "image": {}, "text": { "format": 1, "content": "This campaign makes heavy use of module add-ons, you should have been prompted to install them when installing the campaign module.
Module | Purpose |
Item Piles | Allows containers on canvas that hold treasure etc. (among other things) |
Levels | Allows multi-level maps. This is used on many (most) scenes. |
Mondarth's Power Journal Enhancement | This provides support for many GM QOL features in the journals. |
Tagger | Used extensively to facilitate macros and module features. |
Multiface Tiles | While may tile transitions are managed by journal buttons, this module provides a simple way for the GM to set tone by customising the scene. |
Wall Height | Extends wall functionality to allow a specific height. |
Module and included adventures add macros to support all manner of features (such as extending the journal functionality).
" }, "video": { "controls": true, "volume": 0.5 }, "src": null, "ownership": { "default": -1, "hK6aHnC1juEsCw3o": 3 }, "flags": {}, "_stats": { "compendiumSource": null, "duplicateSource": null, "coreVersion": "14.365", "systemId": "dnd5e", "systemVersion": "4.4.2", "createdTime": 1753616049272, "modifiedTime": 1753811939316, "lastModifiedBy": "hK6aHnC1juEsCw3o", "exportSource": null }, "category": null }, { "sort": 400000, "name": "Recommendations", "type": "text", "_id": "xlNnpkaE5ChOVZXg", "system": {}, "title": { "show": true, "level": 2 }, "image": {}, "text": { "format": 1, "content": "You have most likely completed steps 1 and 2, but if not do them now.
Install the Mondarth compendium's content.
Install the Otrikius compendium \"00 - Campaign\" adventure, this contains material that will be relevant across more than one adventure.
Install one of the adventures that you want to run (start with \"01 - Harnott to Otrikius\").
Run the adventure. Anything that is to be preserved across adventures/campaigns will be recorded in the campaign world.
Once the adventure is complete, use the Archive macro to archive it (so that it can be recalled if necessary). This will also clear the adventure from the world. This step can be left out but over time these 'old' adventures simply add baggage to your world. By archiving them you can keep a copy in an archive compendium so that they can be reloaded if necessary but they will be removed from the world, saving resources.
Rinse and repeat steps 3—6.
The initial quest (@UUID[JournalEntry.EePUuU6PrAdhouGG]{01 - An Offer You Can't Refuse}) will become sidetracked.
The @UUID[Item.HXVRly8dAmZ2wq6P]{Seer Rod} is useless, it is the @UUID[Item.4V59hVd6x4BvD3YJ]{Oiled Cloth} that is significant as it contains part of a map that can only be seen when viewed through the @UUID[Item.MhwrZ6T4lOKDu1gl]{Seer Stone}. (The rest of the map is on another cloth, which must be laid behind this one and oriented such that the holes in this cloth align with the rear cloth.)
Finding the Seer Stone turns out to be tricky too. The stone has become a tourist attraction, so ever vendor on the street claims to be able to provide one.
There are also side quests, all contribute to the main narrative but can be ignored or completede in any order.
Investigating the catacombs under Comosia
Investigate The Shadows
Join/oppose/expose the underground
It will become apparent that finding the Seer Stone is just the first part of this campaign. Besides the issues in Comosia there is a dark force at work. A demon has possessed Damien Montaign. Using Damien he killed Alton Peak, and is using the Sacregul to corrupt Comosia and the peace to the east of Otrokius.
Meanwhile he is using Damien to stir up the Children of Chiwater in the west. His objective is to forment war so that when the Cuniculum ad Superos is assembled it can use the pore of a thousand souls harvested from the batlle to reform.
The Seer Stone is one of four components to the @UUID[Item.7ipK8T37McL2hjjP]{Cuniculum ad Superos}:
@UUID[Item.MhwrZ6T4lOKDu1gl]{Earth}—-Seer Stone
@UUID[Item.W3Tozrt3QBP9DfW4]{Fire}—Umillo Omnyama ornamentation
@UUID[Item.mlAC77Tdslpa04ax]{Water}-—talisman worn by Lady Gray
@UUID[Item.YN07EaNdAD5HB87a]{Air}—-main element of the Lucerna Spiritus
The second part of the map can be found in Comosia. The map indicates the location of the site where the @UUID[Item.7ipK8T37McL2hjjP]{Cuniculum ad Superos} was dismantled. If it is ever reassembled this map could be the way to get it disassembled. It plays no significant part in the Otrikius campaign though.
In trying to figure out the map they should learn of the Cuniculum ad Superos, its history, and power. Somehow they need to encounter story hooks to lead them to the other pieces.
The party may hit upon the pendant worn by Lady Gray early on (if they are taken in to captivity). When they see the Cuniculum ad Superos it may jog their memory.
The party can learn of the Cuniculum ad Superos:
in the library of the White Academy
They can learn of the Lucerna Spiritus from the Dwaven smith ?. They will need to acquire it from the cloud giants.
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The following NPCs play significant roles in the story.
Name | Story Role | First Encountered |
@UUID[JournalEntry.f7N2e4xhi8S489wh]{Caladon Monteray} | Provides pasage to Otrikius. Has dark secret. | @UUID[JournalEntry.CN92E22JnCB6Ouly]{02 - Aboard the Spirit} |
@UUID[JournalEntry.JmSnjtGV9IXpMPrX]{Carter D'Ray} | Gets the adventure underway | @UUID[JournalEntry.EePUuU6PrAdhouGG]{01 - An Offer You Can't Refuse} |
@UUID[JournalEntry.JXidIIhYgEHnqhLr]{Drogon Albest} | Central character. | |
@UUID[JournalEntry.e2W37oOCDsslwxqV]{Thomas \"Bearhand\" Colins} | Information source in Comosia. | @UUID[JournalEntry.IigyZNVry2TJyjgl]{02 - Wildsea Tavern} |
@UUID[JournalEntry.WB8Z2lx72I9mw1Nm]{Willy Kurt} | Carte D'Ray's contact in Comosia. Has his own agenda. | @UUID[JournalEntry.LFjV5X8acq5XriAw]{01 - Docks} |
These locations are worth deeper consideration as they will likely play a repeated role in the story.
Location | Story Role | First Encountered |
Wildsea Tavern | Hub of activity within Comosia | @UUID[JournalEntry.IigyZNVry2TJyjgl]{02 - Wildsea Tavern} |
White Academy/Citadel | Source of a lot of trouble and potentially a lot of information. | |
Catacombs | Vast network under Comnosia. Various side quests in addition to being a route into various other locations. | Various possibilities |
It is worth being familiar with all the factions.
Name | Story Role | First Encountered |
@UUID[JournalEntry.G62XoRZ78Vtvj1OB]{Brotherhood of Aithra} | Original settlers of White Citadel | |
@UUID[JournalEntry.5RBH7j4v9oYgFUBt]{Knights Libertas} | Fighting against the Sacregul | |
@UUID[JournalEntry.s0eNhHrVDlO2zjxK]{Sacregul} | Wizards from White Academy being used by ? to destabilise Otrikius East | @UUID[JournalEntry.IigyZNVry2TJyjgl]{02 - Wildsea Tavern} |
@UUID[JournalEntry.OrwlyNj8Anu81Viu]{The Abandoned} | Gang |
{{ switchScene | openBarrels | Open Barrels }}
{{ switchScene | closeBarrels | Close Barrels }}
{{ switchScene | openShelf | Open Shelf }}
{{ switchScene | closeShelf | Close Shelf }}
On the printing press is a flyer damning the actions of @UUID[JournalEntry.s0eNhHrVDlO2zjxK]{The Shadows}.
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This is @UUID[JournalEntry.WB8Z2lx72I9mw1Nm]{Willy Kurt}, the contact that Carter D'Ray pomised would meet the party.
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He is proud of the Spirit.
He captured a @UUID[Actor.w2ouARKk2cnRbiaO]{Drimig} a few years back while on shore leave near Tring (just before he was drummed out of the navy). He is now using it as an engine. This has given Spirit an advantage over other vessels and thereby a reputation for faster crossings than most.
The crew of Spirit are aware of something strange going on but are loyal to Caladon (so long as he continues to deliver).
Carter D'Ray became aware of Caladon's secret and is using it to blackmail him. It is for this reason Caladon is taking the party to Comosia.
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While largely random players still have agency.
Firstly, if they make preparations they may be able to:
Secure their own chattels
Avoid drowning (magic, of lashing their heavier items to barrels, etc.)
Secure the captains strongbox.
The party should survive and be washed up on Otrikius up the coast from Comosia. They now need to get to Comosia.
The storm may have taken some of their equipment. They may have lost the key Carter gave them (presenting a problem of paying for the stone). They may have lost the rod.
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Caladon knows they cannot match Astral Witch in a fight but they may be able to outrun her.
Caladon will use the Drimig as a last resort.
Caladon knows Lady Grey and will hand over his cargo if pressed.
Lady Grey may take hostages if they look profitable. The party can avoid this by staying quiet and blending in to the crew. Caladon will not betray them (he fears Carter more than Lady Grey).
The passengers may be of interest but when it becomes apparent that most of his wealth is in the cargo she loses interest.
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Characters on the main deck may notice him going in to the ward room. He locks the door after himself, the 'mysteriously' the ship starts to move even though no canvas is set. The crew do not seem surprised, but they do seem uncomfortable (this is not the first time this has happend and they each have a '@UUID[JournalEntry.CN92E22JnCB6Ouly.JournalEntryPage.OuEMiVjbBUc7Iqqm#crew]{theory}' about what is happening).
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