Echoes of the Silver Moon: A Lunaris Campaign (Levels 1-6)
Overall Arc: The adventurers arrive in Lunaris, initially dealing with local problems that slowly reveal a growing darkness encroaching on the city. This darkness is tied to the ancient war with the Vampires of Sobek-Kha and the creeping influence from the Netherworld, hinted at by escalating magical disturbances and shadowy machinations. The campaign emphasizes the Lunari's dual nature (primal ferocity and moon-blessed guardianship) and their constant vigilance.
Adventure 1: The Howl at the Gate (Levels 1-2)
- Hook: The PCs arrive at Moonfang Pass (Zone 1) seeking refuge, trade, or adventure. They are initially met with suspicion by Captain Roric Stonehide. To gain entry or prove their worth, they are given a simple task.
- Premise: Recently, strange animalistic sounds and unsettling whispers have been reported just beyond Moonfang Pass, making trade caravans nervous. Roric dismisses them as common beasts but privately worries about something more sinister.
- Goal: Investigate the strange sounds and clear the immediate area around Moonfang Pass.
- Locations: Moonfang Pass (Zone 1), caverns just outside the main gate.
- Key NPCs: Captain Roric Stonehide (Zone 1).
- Encounters: Minor cave creatures (giant bats, dire rats, territorial cave hyenas), possibly a single, disoriented gnoll scout or a desperate, starving wild werewolf (not Lunari) that is attacking caravans.
- Resolution: The PCs clear the threat, earning Roric's cautious respect and official entry into Lunaris. They are given a temporary permit and perhaps directed to The Wayfarer's Respite (Zone 1) or The Howlstone Market (Zone 2) for supplies.
Adventure 2: The Stolen Moonbrew (Levels 1-2)
- Hook: While exploring The Howlstone Market (Zone 2), the PCs encounter Grokk "Sweetfang" at Lunar Brew & Spirits. He's furious because a recent batch of his potent "Moon-Whiskey" was stolen. He suspects desperate individuals from the Skulker's Alley (Zone 15).
- Premise: The theft isn't just about the liquor; it's a desperate act by the downtrodden, possibly coerced by a minor figure in the Thieves' Guild (Zone 7) who wants to disrupt market flow or test the waters.
- Goal: Recover the stolen Moon-Whiskey from Skulker's Alley.
- Locations: The Howlstone Market (Zone 2), Skulker's Alley (Zone 15), The Ragged Fang (Zone 15).
- Key NPCs: Grokk "Sweetfang" (Zone 2), Flik "The Quiet" (Zone 15), Mika "The Scrounger" (Zone 15).
- Encounters: Negotiations/intimidation with petty thugs, a chase through the narrow alleys, possibly a minor combat with a few desperate Lunari or street toughs. The actual thieves might be coerced Lunari who just wanted food or medicine.
- Resolution: PCs recover the brew (or most of it). They might uncover the desperate circumstances in Skulker's Alley, leading to empathy or a desire to exploit the situation. Grokk is satisfied, and the PCs gain a reputation (good or bad) in the lower districts.
Adventure 3: Whispers of the Dying Stone (Levels 2-3)
- Hook: Borin Stone-Pelt, a foreman from the Deepdelve Mines (Zone 12) but residing in The Moonhowl Terrace (Zone 8), is distraught. A section of his mine team suffered a mysterious "accident" – not a cave-in, but something stranger, leaving them drained and fearful. He asks for discreet help.
- Premise: A parasitic, energy-draining subterranean creature (or a minor entity touched by Netherworld energies) has found its way into a new, rich ore vein in the mines, drawn by its raw magical potential. Its presence is weakening the stone itself.
- Goal: Investigate the mine section, neutralize the creature, and discover why the "accident" occurred.
- Locations: The Moonhowl Terrace (Zone 8), Deepdelve Mines (Zone 12), especially the "Deep Seams."
- Key NPCs: Borin Stone-Pelt (Zone 8), Supervisor Krosh Ironmaw (Zone 12 - initially dismissive, then demanding if PCs are successful).
- Encounters: Dangerous mining conditions (unstable ground, falling rocks), traps, one or two energy-draining aberrations (e.g., Gricks, Oozes, or custom "Shadowleeches"), combat in confined spaces. Evidence of strange magical residue.
- Resolution: The PCs clear the mine section. They might find peculiar stone samples or encounter faint, chilling whispers, hinting at a connection to the Netherworld, though the nature of the threat isn't fully clear yet. Borin is grateful, but Supervisor Krosh might try to take all the credit.
Adventure 4: The Sentinel's Betrayal (Levels 2-3)
- Hook: Sergeant Vulgrim Howlson (Zone 4) or the observant Lyra "Swiftfoot" (Zone 4) discovers suspicious activity or missing supplies from The Sentinel's Quarters. They suspect one of their own has turned rogue, perhaps in league with an external force.
- Premise: A disgruntled Lunari guard, feeling overlooked or underpaid, has been secretly contacted by agents of the Thieves' Guild (Zone 7) to act as an informant or to facilitate small-scale thefts, funneling goods to The Shadowed Veins.
- Goal: Uncover the identity of the rogue guard, recover the stolen goods/information, and sever the connection to the Thieves' Guild.
- Locations: The Sentinel's Quarters (Zone 4), The Gnawed Bone Inn (Zone 5), The Shadowed Veins (Zone 7), The Crooked Fang Pawnshop (Zone 7).
- Key NPCs: Sergeant Vulgrim Howlson (Zone 4), Lyra "Swiftfoot" (Zone 4), "Whisper" Rylak (Zone 7), Kira the Silent (Zone 7).
- Encounters: Stealth and investigation within the barracks, following leads through the city, confronting the rogue guard (who might try to flee or fight), a potential low-level encounter with Thieves' Guild operatives.
- Resolution: The rogue guard is dealt with. The PCs recover what was stolen. This introduces the PCs to the criminal underworld and its reach, possibly making them targets or potential recruits for the guild. Vulgrim is grateful for their discretion.
Adventure 5: The River's Debt (Levels 3-4)
- Hook: Captain Fynian Blackwater (Zone 13) is beyond frustrated. A rival group of desperate Lunari (or perhaps a new, aggressive band of Goblins/Kobolds from deeper river caves) is preying on his barges, disrupting trade. More urgently, a recent attack left one of his crucial barges sunk with a payment of valuable processed ore from the Deepdelve Mines (Zone 12) aboard.
- Premise: The river pirates are becoming bolder, perhaps having found a hidden base or received new, crude weaponry. The lost ore is essential for an ongoing military commission from Commander Borok (Zone 5), making its recovery critical.
- Goal: Track down the river pirates, reclaim the stolen ore, and clear the river route.
- Locations: The Blackwater Docks (Zone 13), river tunnels leading from the docks, the pirate's hidden lair (a small cave system off the river).
- Key NPCs: Captain Fynian Blackwater (Zone 13), Skeg "The Grinner" (Zone 13) (as a potential information source or double-crosser).
- Encounters: Navigating treacherous river currents (skill challenges), ambush by pirates (ranged combat from boats/banks), combat within the pirate lair, potentially a large, territorial river creature that the pirates have disturbed.
- Resolution: The pirates are defeated, and the ore recovered. The river trade route is secured. The PCs gain favor with the Dockmaster and perhaps the military, who were counting on that ore. Hints of outside influences on the pirates (e.g., strange markings on their gear, unusual tactics).
Adventure 6: The Arena's Fury (Levels 4-5)
- Hook: Grimfang Gorebelly (Zone 16) is promoting the biggest arena event of the season, but a favored champion has mysteriously fallen ill or suffered an "accident." He needs a capable replacement – or a team – for a high-stakes, public battle. Alternatively, Rakka Goretooth (Zone 5) challenges the PCs directly after hearing of their exploits.
- Premise: The arena champion's "accident" was no accident; it was a subtle poisoning, perhaps by a disgruntled rival or an agent of the Elder Valerius Moonscar (Zone 9) who wanted a specific outcome for a bet or political gain.
- Goal: Participate in (and win) a significant arena challenge, and uncover the truth behind the champion's "accident."
- Locations: The Bloodstone Arena (Zone 16), The Gnawed Bone Inn (Zone 5) (for pre-fight boasts), possibly a discreet investigation in Elder's Roost (Zone 9).
- Key NPCs: Grimfang Gorebelly (Zone 16), Rakka Goretooth (Zone 5), Valerius "The Unbroken" (Zone 16), potentially Elder Valerius Moonscar (Zone 9).
- Encounters: Multiple rounds of combat in the arena (against beasts, other Lunari fighters, or a rival team), social challenges (winning over the crowd, intimidating opponents), a stealthy investigation to gather evidence of the poisoning, a confrontation with the responsible party (who might be an elite Lunari or a shady figure from the Shadowed Veins).
- Resolution: The PCs win the arena event, earning fame and possibly a significant reward. They expose the sabotage, creating a stir among the Lunari elite. This might earn them the respect of figures like Valerius "The Unbroken" but also powerful enemies.
Adventure 7: The Shadow of Sobek-Kha (Levels 5-6)
- Hook: High Shaman Vorlag Silvermane (Zone 6) is deeply troubled. He senses a growing spiritual imbalance in The Silverwood Sanctuary (Zone 6), particularly around the Moonglade Altar. There have been reports of Lunari succumbing to unnatural fatigue and nightmares.
- Premise: Agents of Neferata, the Archlich Queen of Sobek-Kha, have begun subtly infiltrating Lunaris. They are not directly attacking but are using shadowy magic and lesser undead to drain the spiritual energy of the Lunari, weakening their connection to Elindre and scouting for vital weaknesses. This is a subtle, insidious assault.
- Goal: Identify the source of the spiritual drain, confront Neferata's agents, and cleanse the affected areas.
- Locations: The Silverwood Sanctuary (Zone 6), hidden chambers beneath the sanctuary or within the surrounding rock, possibly leading to unexplored tunnels towards the Netherworld (Zone 14).
- Key NPCs: High Shaman Vorlag Silvermane (Zone 6), Kaelen Stonehand (Zone 6).
- Encounters: Investigation requiring Wisdom (Perception/Insight) checks to detect magical wards or hidden presences, combat against low-level vampires, vampire spawn, or ghasts, magical traps, a spiritual challenge or ritual to cleanse an area. The enemies are intelligent and will try to flee or mislead.
- Resolution: The PCs repel the initial vampiric infiltration, proving their capability against such foes. Vorlag explains the ancient conflict with Neferata, revealing the larger threat Lunaris faces and highlighting the importance of the Netherworld Gate. This solidifies their role as champions of Lunaris.
Adventure 8: The Spy in the Council (Levels 5-6)
- Hook: Following the events of Adventure 7, the Grand Overlord Thrakkor Bloodfang (Zone 3), perhaps influenced by Elder Farka Moonwhisper (Zone 3) who trusts the PCs, tasks the adventurers with a highly sensitive mission: he suspects a spy within the Council of Elders or their inner circle is feeding information to external enemies.
- Premise: A high-ranking Lunari, perhaps under duress, manipulation, or ideological corruption (from the vampiric influence or even Lyxra's residual power), is indeed leaking sensitive information. This spy might be a respected elder, a chief commander, or a trusted advisor.
- Goal: Discreetly investigate the Lunari leadership, identify the spy, and gather irrefutable proof of their treachery.
- Locations: The Council's Den (Zone 3), Elder's Roost (Zone 9), Warfang Barracks (Zone 5), the Archivist's Nook (Zone 3).
- Key NPCs: Grand Overlord Thrakkor Bloodfang (Zone 3), Elder Farka Moonwhisper (Zone 3), Elder Valerius Moonscar (Zone 9) (as a potential suspect or red herring), Commander Borok Ironhide (Zone 5).
- Encounters: Social infiltration, gathering rumors and clues, stealth challenges to access restricted areas or documents, deciphering coded messages, interviewing suspects (who will be cunning), potentially a chase or combat if the spy is cornered. The spy might have a backup plan or a hidden escape route.
- Resolution: The spy is exposed, a difficult but necessary act for the stability of Lunaris. The nature of the information leaked (perhaps regarding weaknesses in the Netherworld Gate's defenses) reveals a clear and present danger building towards the Maw of Umbra. This earns the PCs immense trust from the Grand Overlord and the loyal Lunari.
Adventure 9: The Maw's Corruption (Level 6)
- Hook: With the spy identified, it becomes clear the information was intended to aid a major assault on The Maw of Umbra (Zone 14). High Shaman Zarthus Shadow-Whisper (Zone 14) reports that the Gate of Whispers is showing unprecedented signs of stress and dark energy surges.
- Premise: Neferata's forces, having gained critical intelligence, are attempting a direct, coordinated assault on the Netherworld Gate, seeking to either fully open it, unleash a powerful entity, or establish a permanent foothold within Lunaris. This is a desperate, climactic battle for the city's future.
- Goal: Defend The Maw of Umbra, repel the vampiric and Netherworld forces, and ensure the Gate of Whispers remains secured.
- Locations: The Maw of Umbra (Zone 14), the Gate of Whispers, immediate caverns leading from it.
- Key NPCs: High Shaman Zarthus Shadow-Whisper (Zone 14), Throk Ironfang (Zone 14). Grand Overlord Thrakkor Bloodfang (Zone 3) may even appear in person for a final, rallying push.
- Encounters: Waves of vampiric spawn, ghasts, and potentially more powerful undead or lesser abyssal entities pouring through the weakened gate. A climactic battle against a high-ranking vampire officer (e.g., a Lunari Assassin, or a powerful Vampire Spawn) or an Aberration. Environmental hazards from the unstable Netherworld energies. Potentially a difficult ritual or puzzle to re-seal or reinforce the gate.
- Resolution: The PCs, alongside the Lunari defenders, repel the invasion and secure The Maw of Umbra. The immediate threat is neutralized, but the war with Sobek-Kha and the vigilance against the Netherworld continue. The PCs are hailed as heroes of Lunaris, having faced its many dangers and proven their worth to the Moon-Blessed. They now have a strong reputation and allies within the city, ready for higher-level challenges.