Our party fly's back to the City of Xarl, taking to sky by night and resting by day. Upon return to Xarl they land the Giant bats just outside the Gates and a local farmer Frederick, an up an coming sheep skin fashion designer agrees to board the bats in his barn in exchange for the party delivering one of his sheep skin jackets to Boganathar. Blue agrees to delivers it and Fredrick's dreams of fashioning the rich and famous soar.
The party makes their way to Boganathars tower situated in the Northern quarter of the city and find a narrow stone tower surrounded by a lush garden. Various ecosystems seem to flourish with vibrant life in the garden, with different parts of the the garden even having different temperatures.
Upon entering the tower the party see a vast reception and dining hall that stretches on into the distance and are directed to take a mechanical lift up to the top floor where they will find Boganathar.
The tower itself extends upwards farther than the eye can see and as the party ascends they pass through cloud-filled sky's and countless stars that light the night before them.
Arriving at Boganathars study they inform him of the events in Drakashaan and he immediately makes plans to cut off the advancing horde at Trollvulgars pass. Upon seeing the change that has overcome the Cleric Artigius and the staff he possesses Boganathar tells them how he believes that Artigius has been touched by the Shadowfell.
The group are told about how realms both wondrous and dire, border our lands. One such realm being the Shadowfell, a world of darkness trying to break into the light of the Kingdom of Valor. They are told of how over 300 years ago the Cult of the Demon King Orcus purposefully created an opening to the Shadowfell and foul creatures of darkness flooded through the gate before the Empire of Nerath dispatched mighty Legionnaires to eliminate the threat. The empires heroes destroyed the undead, sealing the opening and built a great keep to watch over the location and the threat.
Over time peace followed and the ancient keep fell into ruins, its location all but forgotten to time.
Boganathar believes that the army or undead that the party discovered in Drakashaan may have been summoned from just such an opening. Paying the party the agreed amount for completing their task they are asked for further assistance and in return answers to Artigius's questions of what has befallen him. Blue takes the opportunity to inquire about the cat in the cage and is informed that it is a cursed cat and had the cat been alive when he attempted to remove it from the cage a dread curse would have befallen the entire party. Now obtaining the golden statue would be a puzzle Blue would have to solve himself.
Boganathar informs the party that what he does know is that in time Artigius will be consumed by a great evil that will devour his soul entirely if the proper ritual is not preformed and that the only book containing the ritual would be found in the fabled Library of Lote.
Boganatha tasks them with finding his apprentice Douven Staul last seen three months ago headed for a town called Winterhaven. Douven a rabid explorer of old ruins believed that he had a found a map that revealed the location of a dragons tomb nears the town. Douven believed that the dragons hoard contained ancient maps that led to the Library of Lote, a repository for tombs of lost magic and Eldritch lore. Within one such tomb he believed was a spell that would allow one to create a gateway between the realms. As an avid collector of old tombs and scrolls he set out immediately.
The explorer should have returned some time ago and his continuing absence bodes ill. If the party can find Douven than they may just find the location of the Library of Lote and more importantly the book that would allow them to close the gateway that Boganathar now believed was open.
The lift returns to the study with a new guest, Marla of the Great Church and sister of Douven.
Marla has been studying the activities and history of various demon and death cults. According to Marla's research, witnesses saw a small group of Death Cultist travelling towards Winterhaven about a year ago. She has since learned that the head of this group is a dangerous and twisted Priest named Kalarel. What she finds most distressing is that Kalarel carried a long-bladed ritual dagger that glowed violet and those that actually glimpsed it claimed to have heard strange dark whispering issuing forth from it.
The party agree to the task and are sent to see the weapon smith Arn. Descending to the middle of the tower the party are each sent to separate cells to retrieve their new weapons and are told that the right weapon would chose them. Each member enters a dark cell only to have vivid hallucinations whereupon they are rewarded with enchanted weapons that have chosen to serve them.
With a new task at hand and with full supplies the grou fly off for Winterhaven. On the fifth day of travel as the sun rises and with the town in view the party land and tether the bats, leaving food for them and travel the remainig four miles by foot.
After a surprise ambush by a group of within site of the town walls the group arrives, bothered that Kobolds would be so brazen as to launch an attack so close to the town........
So the moment I have been waiting for has finally arrived. Having used S&W Light to introduce one of my groups to Table Top Role-playing they are now wanting to play the Complete rules and I have to say I was really hoping this would happen.
So now that we are going COMPLETE here is what they have to look forward to:
Oh wow! I am so pumped for this. I backed this as soon as it went live on Kickstarter and cant wait to run this. As soon as I get this gem in my hands I will wrap up my home Campaign so I can run at least one of my groups through this. There are very few adventures I have dreamed of running and this is definitely one of them. Actually the funny thing is the only other adventures I was eagerly awaiting and dreaming of running were The Northlands Saga Complete and Sword of Air. Neither of which disappointed and have ruined all other adventure paths for me. Frog Gods Adventure Paths are the standard I now hold all other AP's up to.
I have my calendar marked and Christmas will come twice in 2019.
can use any weapon but can only wear leather armor and do not use
Geat #1: Sword (1d6) dagger (1d6-1) and leather armor. Instrument of choice. Gear Set #2: Dagger (1d6-1) Bow (1d6) leather armor. Instrument of choice.ss: Grant one ally within 30ft +2 to attack rolls and 2d6r Se temporary hit points until end of combat.
Song: Once per combat
you may sing an inspiring song granting allies +1 to attack rolls.
of Healing Rest: Party receives an additional 1d6 of hp after a
Create multiple copies of yourself/ally (1 copy per level) giving
attackers disadvantage and granting advantage on attacks.
Wind: A fierce wind surrounds you, attackers get disadvantage or
unerringly strike for +2 damage if using wind to attack. Can also
be used to lift you or object into the air 10ft/lv.
1d4 from an attackor
damage roll of an enemy within 60ft. You can choose to use this
feature after the creature makes its roll. It counts as use of
Once within the next 10 minutes, an ally within 60ft can add 1d6 to
an attack roll or saving throw.
Sword: You open a rift in the sky and call forth a giant sword of blood that reigns down for 3d6 damage.
Level HD Save BHB 1st
Lvl Spells 2nd Lvl Spells 3rd Lvl Spells 4th
1 1 15 +0 1 - - -
2 1+1 14 +0 2 - - -
3 2 13 +0 3 1 - -
4 2+1 12 +0 3 2 - -
6 3+1 10 +1 4 2 2 -
7 4 9 +2 4 3 2 1
Mages have no use for a spell book. Your
body, mind, and spirit are suffused with the latent power of the
Shadow realm that waits to be tapped.Gear Set:
Staff (1d6 dmg) 2 Daggers
Level Shadow Spells
Armour- Range Castor, Duration: 6 hours [+4] bonus to AC
Range 120ft, Duration 1 hour: The target of this spell produces
languages- Range Castor, Duration 8 hours: Read any non-magical
language even ancient ones.
Familiar- Range 30ft, Duration 4 hours: Summons a small shadow
familiar which aids in accomplishing small and simple tasks.
Strike- Range 40ft, Duration Instant: You can call upon the
shadows to strike an enemy for 1d6 damage.
Bolt- Range 250ft, Duration
Instant: A shadowy dart unerringly strikes a target for 1d6 damage.
of Darkness- Range 10ft,
Duration 1 min:You shape shadows into claws that grow from
your fingers and drip inky blackness. You can make melee spell
attacks with these claws that deal 1d6+1 cold and the claws have a
reach of 10 feet.
Level Shadow Spells
Ward- Range Touch, Duration
Instant: Call upon a shadow to open or lock a single door, gate or
both magical and mundane are unlocked and vise versa.
Pass- Range Touch, Duration 30
seconds: If shadows or darkness are present you may manipulate them
to pass through a door, gate or window.
in Shadow- Range Touch,
Duration (See below): The target of this spell becomes invisible and
cannot be seen as long as they remain in shadow. Can only be
attacked if general location is know and attacker suffers -4 to hit.
Spell ends if target steps out of shadows, attacks, casts a spell,
or acts aggressively.
Shield- Range Caster, Duration
2 turns: Summon forth a shield of shadow. All attacks against you
Level Shadow Spells
Shadow Hounds- Range 60ft,
Duration 6 Rounds: Three 1HD Shadow Hounds appear and serve the
caster faithfully each attacking for 1d6 magical damage.
Walker- Range Touch, Duration
1 hour: You can walk on any surface containing darkness or shadows.
If attacked during combat must make a successful save or spell ends
Monster-Range 120ft, Duration 1 hour:The
caster targets 1d4 creatures, which are completely immobilized
(saving throw applies). The caster may also target a single
creature, in which case the saving throw is made with a penalty of
Range 120ft, Duration Instant: Shadows erupt from the ground in a
radius of 20ft impaling all in that area lifting them 10ft off the
ground before shadows withdraw.
Level Shadow Spells
Walk- Range 120ft, Duration
Door- Range 360ft, Duration
Instant: Caster can teleport through shadow up to a visible location
with Shadows- Range Caster,
Duration 3 questions: The Lords of Shadow grants an answer to 3
questions. The Lords do not like being pestered by mortals. Limit
spell to once per week.
Range 15ft, Duration 2 hours unless closed by caster. Opens a
gateway to the Shadow-fell realm.
Shadow Titan- Range 140ft,
Duration 1 hour: You summon a shadow titan, which appears in
an unoccupied space that you can see within range. If you don’t
issue any commands it defends itself from hostile creatures but
otherwise takes no actions. (AC 16, HP 26, Attack+7,
2d6 Stomp,Shadow Boulder, Move 50ft.)