Echoes of the Lunar Menace: A Zylos Campaign
Overall Arc: The Shadowed Alliance
The adventurers arrive in Zylos, the grand vampire city, a beacon of pragmatic order in a dangerous world, ruled by Archlich Queen Neferata. They will be hired by the city's vampiric and human authorities to solve local problems that slowly reveal a growing, chaotic darkness encroaching upon the city. This darkness is tied to the escalating aggression of the Lunari (the destructive werewolf packs) and the creeping influence from the Netherworld, hinting at a desperate plan by Lyxra to regain power. The campaign emphasizes loyalty to Zylos, protecting its human populace, and confronting the feral savagery of those who threaten its hard-won peace.
Adventure 1: Arrival in the Orderly Night (Levels 1-2)
- Hook: The PCs arrive at The Leviathan's Berth (Zone 16), Zylos's grand main docks, seeking refuge, opportunity, or specific resources. They are met by efficient, but watchful, city officials. To gain full access and prove they are not a threat, they must pass initial scrutiny.
- Premise: Zylos maintains strict, but fair, entry protocols to ensure the safety and stability of its thriving human population and its vampire overseers. Recent reports of aggressive "wildmen" or corrupted beasts lurking beyond the city's well-guarded perimeter have heightened vigilance. The Lunari, in their wild forms, occasionally try to infiltrate, and the City Watch is keenly aware.
- Goal: Successfully enter Zylos, secure temporary permits, and find initial lodging, demonstrating their willingness to abide by city laws and perhaps aiding a minor city function.
- Locations: The Leviathan's Berth (Zone 16), The Grand Customs House (Zone 16), The Crow's Nest Tavern (Zone 16).
- Key NPCs: Harbormaster Kaelus (Zone 16), Captain "Redhand" Anya (Zone 16 - as a pragmatic contact who respects order), various City Watch officers.
- Encounters: Social challenges (e.g., convincing customs officials of their benign intentions, or aiding a City Watch officer in a minor public disturbance). They might witness an immediate, brutal efficiency of the City Watch dealing with a common criminal (e.g., a pickpocket or a street brawler), highlighting Zylos's commitment to order. Hushed warnings about the dangers outside the walls, emphasizing the city's protective nature.
- Resolution: The PCs gain entry, earning cautious respect. They find lodging, likely in The Crow's Nest Tavern. Their first impression is of a city that, while ruled by vampires, is remarkably orderly and safe, contrasting sharply with the chaotic dangers of the outside world.
Adventure 2: The Missing Supply Train (Levels 1-2)
- Hook: Zara, the Golden-Tongued (Zone 6), a prominent merchant in The Grand Bazaar, is distraught. A vital supply train of rare goods, destined for her Emporium and ultimately as tribute to the Palace, has gone missing just outside the city's outer defenses. She fears it was ambushed by bandits or, worse, something far more savage. She hires the PCs for its swift and discreet recovery.
- Premise: The supply train was indeed ambushed, not by common bandits, but by a rogue Lunari pack operating outside their usual territory, driven by hunger or a chaotic directive to disrupt Zylos's order. They seek to sow chaos and steal valuable goods that could benefit their own dark rituals.
- Goal: Track the missing supply train, recover its goods, and neutralize the threat, proving their capability to operate beyond Zylos's walls.
- Locations: The Grand Bazaar (Zone 6), the outer caravan routes leading from Zylos, nearby wilderness areas.
- Key NPCs: Zara, the Golden-Tongued (Zone 6), Sergeant Roric (Zone 6 - who might provide subtle intelligence on recent "animalistic" sightings).
- Encounters: Tracking challenges through rough terrain. Ambushes by aggressive Lunari scouts in their more bestial forms. Combat against several Lunari (possibly in hybrid form) defending their stolen goods, revealing their feral nature. Evidence of twisted nature magic or raw, untamed power at the ambush site.
- Resolution: The PCs recover the goods (or most of them), returning them to Zara. They gain a reputation for efficiency and bravery against external threats. Their actions draw the positive attention of the city's authorities, who recognize their potential as external agents.
Adventure 3: Whispers from the Warrens (Levels 2-3)
- Hook: Reports of unusual aggression and sickness are emerging from The Squalid Warrens (Zone 2-5), a densely populated human district. The local City Watch patrols have become overwhelmed by increasingly violent domestic disputes and unexplained fevers. Sergeant Roric (Zone 6), though busy, asks the PCs to investigate discreetly, as these issues are beyond normal criminal activity.
- Premise: A corrupting spiritual influence from the Lunari, or a lingering echo of Lyxra's original blight, is subtly affecting the human population in the Warrens. It causes paranoia, rage, and a slow draining of vitality, making the humans easier targets for chaos or future subversion. The Lunari might be experimenting with spreading this influence.
- Goal: Investigate the source of the affliction, contain its spread, and, if possible, find a way to mitigate its effects.
- Locations: The Squalid Warrens (Zone 2-5), Mother Raga's Healing Hut (Zone 2), deep, forgotten basements or sewers beneath the Warrens.
- Key NPCs: Sergeant Roric (Zone 6), Mother Raga (Zone 2 - trying her best but failing), Old Man Tiber (Zone 2 - whose ramblings might hint at "animal spirits" or "moon madness").
- Encounters: Social investigation (talking to fearful residents, observing symptoms). Stealth challenges to access affected areas. Combat against humans driven mad by the influence, or against feral creatures that have been drawn to the corruption. The PCs might discover strange, primal carvings or crude totems, or find evidence of corrupted nature magic (e.g., twisted fungi, unsettling glowing moss) leading deeper underground.
- Resolution: The PCs identify and contain the source of the affliction, perhaps by destroying a corrupted totem or performing a localized cleansing ritual (learned from Mother Raga or hinted at by Old Man Tiber). They earn the trust of the common folk and the gratitude of the City Watch, who recognize the specialized nature of the threat. This reveals the Lunari's insidious methods.
Adventure 4: The Alchemist's Desperation (Levels 2-3)
- Hook: Master Lyra (Zone 8), the reclusive alchemist at The Apothecary of Whispers, urgently seeks capable individuals. A vital batch of rare alchemical reagents, crucial for her contributions to Zylos's ongoing stability (perhaps anti-plague remedies or defensive potions for the City Watch), was destroyed or tainted by a sudden, violent intrusion into her lab. She suspects an unusual beast or sabotage.
- Premise: The intrusion was caused by a small, agile pack of Lunari infiltrators, seeking to disrupt Zylos's vital supply lines and cripple its defensive capabilities. They used crude, but effective, elemental magic to cause destruction and attempted to steal other, more arcane ingredients related to the city's protective enchantments.
- Goal: Secure Lyra's lab, track the infiltrators, and retrieve any stolen or damaged reagents, preventing a wider disruption of Zylos's defenses.
- Locations: The Apothecary of Whispers (Zone 8), surrounding artisan districts, and a network of less-used maintenance tunnels beneath The Serpent's Loom (Zone 8).
- Key NPCs: Master Lyra (Zone 8).
- Encounters: Investigation of the damaged lab (Perception/Investigation checks to find unusual tracks or magical residue). Chase through the intricate artisan district, potentially involving a skirmish with Lunari scouts in their agile hybrid forms. Combat against Lunari using improvised weapons and primal magic in confined spaces. They might leave behind unusual animalistic symbols or crude natural traps.
- Resolution: The PCs secure the lab and recover the reagents. Master Lyra is highly grateful, acknowledging their skill. This further highlights the Lunari's disruptive tactics and provides evidence of their increasing brazenness in attacking vital city infrastructure. The city might now realize these are not just "wildmen" but a more organized threat.
Adventure 5: The Guard's Dilemma (Levels 3-4)
- Hook: Sergeant Vulgrim Howlson (Zone 4) from The Sentinel's Quarters, a respected Lunari guard, is deeply troubled. A new recruit under his command has gone missing after a patrol near the old Deepdelve Mines (Zone 12). The recruit was unusually eager and perhaps reckless, but Vulgrim suspects something more than a simple accident. He asks the PCs to discretely locate the recruit and investigate.
- Premise: The missing recruit, unfortunately, stumbled upon a hidden Lunari scout party that was probing Zylos's old mine networks for potential weaknesses or ancient artifacts. The recruit was captured and is being held, possibly to be interrogated or even corrupted by Lunari magic. The Lunari seek intelligence on Zylos's defenses and its connection to the Netherworld (which Neferata is trying to understand and control).
- Goal: Locate the missing recruit, determine their fate, and disrupt the Lunari's intelligence-gathering operation, preventing critical Zylos information from falling into enemy hands.
- Locations: The Sentinel's Quarters (Zone 4), the Deepdelve Mines (Zone 12), and a newly discovered, hidden cave system branching off the mines.
- Key NPCs: Sergeant Vulgrim Howlson (Zone 4), Borin Stone-Pelt (Zone 8 - for information on mine layouts).
- Encounters: Tracking and navigation through dangerous mine shafts. Stealth to avoid Lunari patrols in the deeper caves. Combat against Lunari scouts and possibly a larger, more brutish Lunari warrior guarding the captive. The PCs might find crude maps, strange ritualistic components, or hear whispers of ancient gods from the Lunari, hinting at their true nature.
- Resolution: The PCs rescue (or recover the remains of) the recruit, bringing back vital intelligence about the Lunari's presence and their strategic probing. Sergeant Howlson is immensely grateful, affirming their loyalty. This solidifies the PCs' reputation as capable agents who can operate on the front lines of the hidden war, earning them recognition from the Lunari leadership.
Adventure 6: The Arena's Scourge (Levels 4-5)
- Hook: Grimfang Gorebelly (Zone 16), the bombastic promoter of The Bloodstone Arena, issues an urgent call. A scheduled grand beast-hunt in the arena has turned into a nightmare: the beasts, recently captured from the wilderness, are far more savage and difficult to control than anticipated. Worse, some handlers have been brutally attacked, and whispers claim the beasts are "tainted" by an unnatural ferocity. Grimfang needs capable individuals to subdue them before the next spectacle, or even to replace the beasts in a live combat event.
- Premise: The "beasts" (e.g., dire hyenas, giant cave bears, subterranean predatory cats) were indeed captured from wilderness areas recently affected by escalating Lunari aggression or residual Lyxra corruption. They are not merely wild, but infused with chaotic, primal rage, making them unpredictable and incredibly dangerous. The Lunari might even have subtly "blessed" them with this rage to sow discord and disruption.
- Goal: Enter The Bloodstone Arena's holding pens (or the arena itself) and subdue/eliminate the corrupted beasts, restoring order to the spectacle.
- Locations: The Bloodstone Arena (Zone 16) and its extensive underground holding pens.
- Key NPCs: Grimfang Gorebelly (Zone 16), Rakka Goretooth (Zone 5 - a potential rival or co-combatant).
- Encounters: Multiple combat encounters against powerful, enraged beasts. Environmental hazards within the holding pens (cages, narrow corridors). The beasts might exhibit unusual resistances or abilities (e.g., regeneration, dark claws) hinting at their unnatural corruption. PCs might find strange talismans or primal symbols on the beasts' collars (put there by Lunari handlers) or on the walls of their pens, indicating who "blessed" them.
- Resolution: The PCs subdue the beasts, earning immense fame and public adoration within Zylos. They confirm the unnatural ferocity, hinting at a wider contagion. This success cements their reputation as invaluable assets to Zylos, and they might even attract the attention of more elite vampire nobles for their unique skills.
Adventure 7: Echoes of the Serpent's Coil (Levels 5-6)
- Hook: Chancellor Valerius Nox (Zone 14) issues a highly sensitive, discreet request. A trusted human administrator or a lesser vampire has vanished from his chambers near The Obsidian Throne (Zone 14). This individual possessed sensitive intelligence regarding Zylos's ongoing efforts to understand and control aspects of the Netherworld. Nox suspects foul play, possibly internal, but fears a more insidious external actor.
- Premise: The administrator was abducted by an elite Lunari infiltration team, who used their druidic stealth and knowledge of hidden paths to breach the outer defenses of the Palace's subterranean levels. They seek to prevent Zylos from gaining deeper insight into the Netherworld (which they guard) or from using ancient rituals tied to Lyxra's original corruption. They may also be seeking the Elfstone itself, rumored to be near Neferata.
- Goal: Infiltrate the Palace's deeper, less-used passages, locate the missing administrator (and the intelligence), and neutralize the Lunari infiltration team before they compromise Zylos's arcane projects.
- Locations: The Obsidian Throne (Zone 14), specifically its deeper administrative offices, the Royal Menagerie (Zone 14 - for strange creatures guarding passages), and the ancient, crumbling tunnels beneath the palace connecting to long-forgotten Underdark passages.
- Key NPCs: Chancellor Valerius Nox (Zone 14), General Amun, the Undying Blade (Zone 14 - his patrols might be encountered), the captured administrator. Lunari leader (e.g., Whisperfang).
- Encounters: Extensive stealth and infiltration challenges through heavily guarded, arcane-laced areas. Combat against elite Lunari scouts and warriors, utilizing their unique druidic abilities (shapeshifting, summoning corrupted beasts, elemental control). The Lunari will use hit-and-run tactics, trying to escape with the intelligence. The PCs might find evidence of ancient lore or rituals, possibly concerning the Elfstone or Lyxra, left by the Lunari.
- Resolution: The PCs recover the intelligence and deal with the Lunari infiltrators. Nox is deeply impressed and grateful, acknowledging their invaluable service. The urgency of the Lunari's actions reveals a much larger, more coordinated effort against Zylos, prompting the realization that the Lunari are directly targeting the core of Neferata's power and her connection to the Netherworld. This earns the PCs direct access to the Queen's highest circles.
Adventure 8: The Shadowed Cult (Levels 5-6)
- Hook: General Amun, the Undying Blade (Zone 14), commander of the Royal Guard, has noticed an alarming pattern: certain human cults within Zylos, normally tolerated as long as they don't cause widespread unrest, are rapidly increasing in fervor and engaging in darker, more destructive rituals, including animal sacrifices and even self-mutilation. He suspects a greater, unseen hand guiding them and tasks the PCs with infiltrating and dismantling this dangerous, rapidly growing cult.
- Premise: This cult, initially harmless, has been subtly infiltrated and corrupted by agents of the Lunari, who are harnessing its fervor and using its dark rituals to draw out volatile energies from Zylos's ley lines. These energies are then redirected to empower a grander, more destructive ritual outside the city, aimed at a critical Zylos resource, or to further unleash Lyxra's residual corruption. The cultists are largely unaware they are pawns in the larger war.
- Goal: Discreetly infiltrate the cult, uncover its true purpose and its Lunari controllers, and dismantle it, severing its connection to the greater Lunari threat.
- Locations: Hidden cultist dens within The Sunken Quarter (Zone 2-5), concealed shrines in The Craftsmen's Coil (Zone 7) (perhaps in an abandoned tannery), or even in the forgotten catacombs beneath The Crypt-Temple of Sekhmet (Zone 9).
- Key NPCs: General Amun (Zone 14), a Lunari cult leader (e.g., a Lunari Shaman in disguise), Old Man Tiber (Zone 2 - who might provide cryptic warnings about "moon madness").
- Encounters: Social infiltration and deception to gain access to the cult. Investigation of ritual sites (deciphering symbols, finding strange components). Combat against fanatical cultists and disguised Lunari. The PCs might uncover chilling evidence of the Lunari's corrupting influence – perhaps the cultists are driven to bestial acts, or their rituals involve channeling wild, destructive magic. The PCs might discover the cult is drawing power from an old Elfstone-related ley line.
- Resolution: The PCs successfully dismantle the cult and expose the Lunari's manipulation. General Amun is deeply satisfied, recognizing the pervasive nature of the Lunari threat beyond direct combat. This reveals the Lunari's more insidious tactics and the true spiritual danger they pose to Zylos's population. It might also uncover a specific weakness in Zylos's arcane defenses that the Lunari were exploiting.
Adventure 9: The Primal Roar (Level 6)
- Hook: Following the exposure of the cult, a dire prophecy or intelligence report confirms the Lunari's ultimate objective: they plan to unleash a cataclysmic, primordial ritual aimed at crippling Zylos by severing its connection to vital ley lines, or worse, by re-awakening a truly destructive aspect of Lyxra's ancient power that has lain dormant since Valandar's victory. This ritual will occur in a sacred, wild place, either deep beneath Zylos (perhaps an ancient nexus Lyxra first corrupted) or in a hidden, pristine pocket of wilderness beyond the city's furthest reaches. Archlich Queen Neferata herself, recognizing the existential threat, tasks the PCs with stopping it.
- Premise: The Lunari believe that by unleashing this primal force, they can finally cleanse Zylos of the vampires' "unnatural" existence, even if it means widespread destruction. They are either unknowingly re-awakening Lyxra, or knowingly, believing they can control her or harness her destructive power for their own ends. They are gathering vast quantities of corrupted natural essence or drawing raw power from the Netherworld.
- Goal: Race against time to locate the Lunari's ritual site, breach their defenses, disrupt the ritual before it can be completed, and defeat the Lunari leadership, preventing a catastrophic unleashing of primordial chaos or a direct resurgence of Lyxra's full influence.
- Locations: A newly revealed, ancient subterranean cavern system (connected to the original Birthplace of Humanity site), perhaps deep beneath The Crypt-Temple of Sekhmet (Zone 9) or even beneath The Obsidian Throne (Zone 14). This location is sacred to the Lunari, and possibly where Lyxra initially manifested her power.
- Key NPCs: Archlich Queen Neferata (briefing the PCs, perhaps offering direct magical aid or specific artifacts), Chancellor Valerius Nox (Zone 14), General Amun (Zone 14). The Lunari leadership (e.g., their Matron, or a powerful Shaman) will be the primary antagonists.
- Encounters: A desperate race against time. Navigation through treacherous, magically warped tunnels. Combat against waves of fanatical Lunari warriors and powerful druids, who use their environment, shapeshifting, and raw primal magic to defend their ritual. Environmental hazards (e.g., rockfalls, sudden geysers of corrupted energy, illusions) created by the ritual's escalating power. A climactic boss battle against the Lunari Matron/Shaman and their most powerful champions. The ritual itself might present a complex puzzle or a magical challenge requiring powerful abilities to disrupt. The PCs might witness visions of Lyxra or Valandar from the powerful energies.
- Resolution: The PCs successfully disrupt the Lunari's ritual, preventing the unleashing of catastrophe or Lyxra's full resurgence. They defeat the Lunari leadership, crippling their immediate threat. Zylos is saved from existential destruction, and its human population is protected. The PCs are hailed as undisputed heroes, champions of Zylos and key defenders against the primordial darkness. Their loyalty is forever cemented with Queen Neferata and the city, opening doors to even greater adventures in protecting Zylos from its ancient and terrifying enemies.