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End of Days #5 Bellwether and BeyondClick to magnify
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End of Days #5 Bellwether and Beyond



50 + MAPS : Including Foundry VTT and Roll20 Compatible versions - Spider's Den (2 levels), Bellwether Abbey, Abbey Basement, Crashed Starship (3 levels), Wayward Hills, Centaur Ritual Site.

Full lenght adventure for 5th level characters set in the River Kingdoms and Souther Numeria.


War has come to the River Kingdoms.  What strange forces possessed Darkwyn Savinoy to lay seige to his brother's castle?  In Chapters 1 (Seige of Castle Savinoy) and 2 (Dark Days at Castle Savinoy) the party is busy defending the castle against Darkwyn and his hired hobgoblins.  In the process they unover something strange and alien beneath the castle walls: glowing blue veins, strange eggs and alien creatures of unknown origin. Finally Lord Wulfen confides in the PCs - the real reason for the siege is his brother's desire to obtain a rune-covered curiosity that has been in the family for generations.  He entrusts the party to take this to Bellwether Abbey where the Abbot may be able to shed some light on this strange object and the trouble it is causing...

The party escapes through the castle dungeons (Chapter 3 - The Great Escape) and across the treacherous Nightwater Swamp (Chapter 4 - The Secrets of Nightwater Swamp) to finally reach the abbey.


With the treacherous nightwater crossing behind them the party is ready to get some answers from the abbot - Faccin Orros.  And yet trouble only seems to follow.  The patients at the Abbey (now an Asylum) have grown restless and are drawing a strange symbol on the walls.  Worse yet, they are feeding something deep below the abbey. Delving below uncovers the same alien infestation they found beneath Castle Savinoy...something deep in the earth seeks them or more likely the object they have brough to the abbey.  Faccin Orros investigates the strange object and tells them only one person alive could interpret the runes : an ancient vampire in the fabled city of Marsa Ezim (near Jalmeray).  The only way to get passage on an airship trader from Numeria to the city....Luckily a sky metal trader with an airship makes a stop just four days to the north.

Escaping an uprising of the asylum's normally gentle patients, the party traverses the Echo Wood, whose numerous denizens resent intrusion.  Finally on the plains of Southern Numeria the party stumbles into an ancient Centaur rite of passage ritual hunt....and guess who they are hunting....

The party now must escape a superior foe and their best hope is to play a deadly game of cat and mouse aboard a crashed starship in the Numerian desert.   Onboard are lethal traps, and also a few advanced weapons they can produre to help them.   Defeating the hunting party is not easy, but if they survive they make it to the trading post at Hebron, ready for Chapter 6...


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Discussions (3)
Customer avatar
Tiana G November 24, 2023 5:16 pm UTC
Are there still plans to continue this series?
Customer avatar
Brian D February 06, 2023 5:05 am UTC
it says foundry vtt maps ... is this a code or just maps we can add to foundry?
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Tidal W December 20, 2022 10:53 pm UTC
Hi, this looks great, but is it available for Pathfinder 1E?
Customer avatar
Will H December 20, 2022 11:39 pm UTC
It is not unfortunately - however, if you want to run it in 1e you will have to reduce the DC by 20% for most checks and weaken the monsters in line with the 1st Edition Game Mastery Guide / Bestiary. There are not that many new monster stat blocks - maybe 5-6 so you won't have to do too much adjusting. And there are some unique magic items to put on level.
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File Last Updated:
December 20, 2022
This title was added to our catalog on December 20, 2022.