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All windows on the ground floor are shuttered and the shutters are locked from the inside and reinforced with lumber. The drawings on the table are as described in Scene 2. Wooden stairs lead up to a second floor with shuttered windows standard shutters , a large wardrobe, a bed, and a chest filled with alchemical supplies. Knocking a hole in the hull of the barge to sink it is possible, but exactly how that might be done is up to you.

Still, characters might decide to break in or out at some point. The iron double doors to this dwarven-built stone house are watched over by one of the berserk clockwork watchmen and are locked with a clever set of two nested gear-locks.

The iron doors have AC 20, 20 hit points, and are immune to all but acid, force, and bludgeoning damage. Attacking them is certain to make a lot of noise and draw the attention of every enemy within two hundred yards. The windows looking out to the river are opaque sheets of tempered glass that provide very little light.

The corner shelf where the gnome hides is just 2 feet wide and 15 feet above the main floor. The entire room has dim illumination flickering out from the fire that heats the boiler. Two brass clockwork guards stand near the bridge, one carrying a halberd, the other holding a tipstaff.

If a character makes a successful DC 15 Wisdom Insight or Perception check while perusing the situation from up the street, read the following as well: The eyes of both guards are spinning in circles. This is not normal at all! Stories are circulating about the bridge, but the real danger at the site is bigger than that. The city watch has been subverted by foul trickery. Using an action to make this check provokes an opportunity attack from the clockwork.

Once restored to sanity, a clockwork watchman can be persuaded to aid the group with two successful DC 20 Charisma Persuasion checks or with one successful DC 25 Charisma Deception check. As soon as one construct is disabled, repaired, or otherwise removed as an enemy, progress to Scene 2: Firebombs!

As a convention scenario, my goal was to keep things moving constantly. Once the party approaches the berserk clockworks, events should race ahead and keep them off-balance: crazy automatons, then alchemical fire, ballista bolts, kobold-eating zombies. Run with it. The clockwork man falls apart. But then, a fireburst explodes in the street! The flames burn blue and white, and the paving stones crack and buckle around it. The clockwork watchmen in Scene 1 are dominated by and rigged to serve Haltopan Irregan, a mercenary and gladiator from Doresh.

As soon as one of the clockwork guards is defeated, he joins in the fight by throwing alchemical fire into the street from his vantage point in a second-story window of his house. Haltopan enjoys a good alchemical firebomb much more than the next person and throws two each round until he runs out after four rounds or until someone makes him stop.

Irregan uses the stats block of a gladiator but with the addition of the Firebomb ranged weapon attack. Hit: 3 1d6 fire damage, and the target is on fire. While on fire, the target takes 1d6 fire damage at the start of each its turns. The fire is extinguished when the creature or an ally within 5 feet of it uses an action to make a successful DC 10 Dexterity check. The window is 20 feet above the street level and shuttered so it provides three-quarters cover to Haltopan.

The wall beneath the window can be climbed with a successful DC 20 Strength Athletics check. The door is shielded with copper and grounded, making it immune to fire and lightning damage. If the house catches fire during this battle, neighbors form a fire brigade within 10 minutes. This could be a distraction during fighting in the Engine House see Scene 5. If Haltopan is captured, he is defiant and says very little except under magical compulsion or horrific intimidation a successful DC 25 Charisma [Intimidation] check is needed to make him talk.

An enormous tapestry downstairs is worth gp, but it weighs pounds and is 10 feet long even when rolled up. A locked chest in the upstairs chamber contains the blueprints for a steam engine with illegibly scrawled comments. A character who spends at least 10 minutes studying the documents and makes a successful DC 20 Intelligence Investigation check, or a successful DC 15 Dexterity check while taking measurements from the blueprints with clockwork tools, realizes that the scribblings in the margins reflect a keen interest in gauges, control mechanisms, and weak points of the mechanism.

If someone figures this out and characters still have these plans with them when they try to fix the boiler in Scene 5, they have advantage on those checks. The Engine House is a well-built dwarven structure.

One of the berserk clockwork watchmen guarded the entrance, but it probably was destroyed during the battle against Haltopan. The iron doors are double-locked with a clever set of nested gears.

The iron doors themselves have AC 15, 20 hit points, and are immune to all damage except acid and force. Characters need to figure that out on their own. The boxed text below assumes characters open the door to the south entrance. If they manage to open the north entrance, narrate appropriately. Stairs descend to the right and left. Those to the left lead down to the docks. The stairs to the right look as if they descend into a chamber beneath the bridge.

Before you can choose which to take, you hear a loud snap, like a huge bowstring, from the direction of the river. An iron spear flies right past you and punches clear through the wall of a nearby building! A barge is anchored in the river, concealed by the morning fog. Its crew of two ogres have a perfect line of fire to either Engine House entrance. Adjust the position of the barge on the river accordingly.

Anyone who tries to get inside the control house through either doorway is targeted by the ballista. Floating Ballista. A pinned character is grappled escape DC If no wall is within 15 feet, the creature is knocked prone instead of being pinned. If the saving throw fails, the creature is drowning suffocating. The ogres are wearing heavy cloaks. If the barge is approached across the water, the ogres use their greatclubs to smash would-be boarders. Just keeping position relative to the shore requires a successful DC 20 Strength Athletics check, because of the speed of the current.

For every 5 points less than that or fraction thereof , the swimmer drifts 5 feet downstream. Several ropes lie coiled on the wharf. Throwing a rope to someone in the river requires a successful DC 13 Dexterity check, with a —1 penalty on the roll 1 for every 10 feet of range.

No one pursues characters down the stairs once they get through a doorway. If they get in through the northern entrance somehow, narrate accordingly. As the iron doors creak open, there is movement in the chamber below. You see a large, open landing at the base of these stairs, and another short flight of stairs that leads down into a mass of machinery.

A zombie and a zombie ogre are waiting on the landing to attack whoever comes down the stairs. As soon as noise from the fight dies down, the party hears the ominous rumble of boiler rivets popping in the room below.

Any character who makes a successful DC 13 Intelligence check understands that these are the sounds of a machine running past its normal tolerances and that it might soon suffer a complete failure— which, in the case of a high-pressure boiler, means a catastrophic explosion that would demolish the building and might even level the entire city block.

An open tool box sits near the door, containing high-quality clockworking tools worth 50 gp and priceless in the next scene. The vapor is swirling through a maze of boilers, gears, and machinery that hums, grinds, and generally grows noisier and louder with each passing moment.

This room is where it all blows to pieces if the party dawdles and plays it safe. Other dangers in the room include one trap, two dire badgers death dogs , and one invisible gnome mage, Mandebbok Urgenef.

The dire badgers are the most immediate threat but in the long run, the boiler is more dangerous to both the party and the city. The half-empty sleeves hang to the ground, the hood prevents any glimpse of his face despite being partially rolled back, and the hem is frayed into tatters from dragging across cobblestones and constantly being stepped on.

Mandebbok was chosen to sabotage the Puffing Bridge because of his spellcasting ability and his keen understanding of steam machinery. No one took his equally keen cowardice into account. Their job is to keep the party busy while the gnome mage pelts the characters with spells. The gnome is Mandebbok Urgenef, a stoop-shouldered fellow who wears an oversized hooded cloak big enough for a human.

Urgenef is a coward through and through; he avoids melee at any cost and is easily intimidated. He summoned the dire badgers while the party was fighting the zombies, then cast mage armor and invisibility for good measure.

The machinery in the room is complex and much of it is involved in transferring the rotary motion of the steam turbine to linear motion or hydraulic pressure R ound by R ound to to lift the Puffing Bridge. To prevent the boiler from exploding, various valves must be unjammed and closed, and overridden control levers must be put back to their normal settings.

Unless noted otherwise, effects occur at the beginning of the round. Round 1. Dire badgers rush to attack. The boiler whistles and the fire roars, as if they were being fed extra air and phlogiston, or perhaps powered by a salamander or elemental. Mandebbok holds his action to go on initiative count 20 in following rounds. Round 2. Mandebbok casts color spray if he has a good target; otherwise, he conjures a cave bear.

The boiler screeches and gears race and grind until one of them fails, shoots out, and strikes a character. Have each character make a Dexterity check; whoever gets the lowest result is hit by the gear and takes 5 2d4 bludgeoning damage. In the case of a tie, all tied characters take damage from the same, ricocheting gear.

Round 3. Dozens of rivets pop from the boiler, and roiling clouds of water vapor fill the room. Everywhere on the lower level of the Engine House is heavily obscured. The mist clears at the end of the round.

Round 4. The boiler continues bulging and popping off rivets, and the firebox is glowing red hot. Somewhere a pipe is gurgling, as if water is even boiling in the inflow and outflow pipes. If anyone is working on figuring out or repairing the damage making ability checks described in Scene 5 , they realize that the previous burst of steam relieved enough pressure in the inflow pipes to allow more water into the system.

If fresh water rushes into the superheated boiler, it will explode into steam. Round 5. Water pours into the overheated boiler and explodes into gas. The boiler bulges and roars, releasing dozens of jets of pressurized steam. Every creature within 5 feet of the boiler the oval shape near the western wall takes 14 4d6 fire damage, or half damage with a successful DC 18 Dexterity saving throw.

The boiler is visibly coming apart, and the sound of metal screeching against metal is so loud that no verbal communication is possible. Round 6. The boiler fails catastrophically on initiative count Every creature in the lower level of the Engine House takes 14 4d6 fire damage plus 7 2d6 piercing damage, or half damage with a successful DC 18 Dexterity saving throw. Creatures that positioned themselves so something massive was between them and the boiler take half damage automatically and no damage with a successful save.

If Mandebbok is still alive at this point, he teleports to safety at the last possible moment before the explosion. Only characters with passive Perception 16 or higher notice this, even if they were adjacent to the gnome when he teleported. They must draw their own conclusions when no recognizable body is found in the wreckage.

Disaster will be averted, but the bridge will still be out of commission. Other spells might have similar effect if used creatively, but dousing the fire takes far more water than the characters have in their canteens or waterskins. If the fire is doused or smothered somehow within the first three rounds, pressure in the boiler returns to a safe level within 10 minutes. After the third round, pressure is too high for this approach to prevent an explosion.

The gnome has a sack of cash for bribes and to pay his mercenary Haltopar and the ogres. This amounts to gp and three garnets, each worth gp. If they had to fall back on Strength checks to force controls open or shut, then the damage takes weeks to repair before the bridge can be used again. This is better than an explosion, but the authorities make their displeasure known.

If the boiler exploded, chances are very good that the characters have more urgent concerns than how quickly merchants can start using the bridge again—like keeping their bodies in one piece. By late afternoon, the bridge lowers to its usual position and cart and pedestrian traffic resumes at a frantic pace as if nothing happened.

The city is, naturally, eager to keep this entire unfortunate event quiet. More importantly, the city consuls begin taking warnings about gnome plots seriously and the Arcane Collegium puts some major wards on the Engine House and the machinery behind the vital Puffing Bridge. If the party captured Urgenef Mandebbok alive, the group is paid an additional gp bounty. The gnome is taken away to the Citadel, where he is very sternly questioned.

If he reveals the names of his masters and those who funded his mad scheme, the party might be given a new target to pursue, an enemy somewhere outside the city. Or worse, perhaps an enemy within! Their goal: rob the famed Lounge of a Thousand Whispers, a pleasure salon that caters to the rich and powerful. This adventure initially appeared as a convention adventure at Gencon 50, in In his club, the rich can have any delight catered to: feasts, flesh, intoxicants, gambling and more.

Wazen wants to ruin his rival Nadi before the Salon of Mysteries is run out of business—and he has just the plan to do it. He will provide the secret information that makes the theft possible, and the Golden Song can keep whatever they steal. Wazen wants nothing in return beyond the ruination of his rival. From that point forward, the adventure is freeform. Characters will spend time making plans, casing the Lounge, doing legwork, suborning employees with bribes, and making other preparations—some necessary, some unnecessary.

If the characters are noticed, it makes the heist more difficult. If you want to run this adventure as part of a thief-focused campaign taking place somewhere else, it should be easy to change city and group references to labels your players will recognize. The adventure assumes, however, that all player characters are agents of the Golden Song or a similar organization.

Paladins and clerics might have a hard time explaining their presence, too. Will the vault be empty by then, or will the characters fail? Be prepared to let PCs go where their instincts and schemes take them. Its members sponsor expeditions deep into the Southlands to hunt big game, track unknown monsters, and seek lost treasure.

It is also the place where the Golden Song receives potential clients and serves as a sort of neutral ground for the characters to meet with Wazen Al-Shamuri. The club has long been a favorite of the rich in Mhalmet; it is extravagant while maintaining an air of elegance. Wazen offers the Golden Song a suite of rooms on the top floor from where they can plan their heist in relative safety and comfort. The Salon is a ten minute walk from the Lounge along busy streets, or a little longer through byways and alleys.

Anything can be had here for the right price, no matter how debauched or excessive the demand. The Lounge never closes, but keeps its gaudy lights burning from dusk til dawn til dusk. He hopes to convince them to deliver vengeance upon his rival while enriching themselves. The rotund Tethyan man glances nervously around the room, sweat glistening off his bald pate and running into his full, dark beard. Licking his lips, he breeches the silence. I am grateful that you were willing to speak with one so humble, and I hope you will find what I have to say rewarding enough to be worthy of our continued friendship.

He also wants them to get the impression—which he himself believes wholeheartedly—that his proposition will be far more rewarding for them than for him. Nadi must pay a substantial bribe to the Black Table for its continued protection and blessing. Agents of the Black Table will arrive to collect the payment of , gp. Wazen expects the vault could contain up to five times that much in proceeds from the tournament. It has many clients, most of whom it lured away from the Salon of Mysteries with rumors and innuendos not worthy of an honorable person.

Ostensibly, players and onlookers bet on their own chance of winning by rolling the highest total. Besides their improvisational nature, the other key element of a good heist adventure is that nothing ever goes as planned. Your job is to throw sand into the gears, not dynamite. A plan should go smoothly, for a short time—until something unforeseen happens and the characters are forced into a mad, improvisational scramble.

You want the characters to take outlandish chances, chances that sometimes seem beyond their level. Remember and remind players, if necessary that members of the Golden Song are famous for their daring!

For every hour a player participates, they make a Wisdom check. A character who is proficient in Insight or Deception, or with any dice-based gaming set, can add his or her proficiency bonus to the roll. He also will provide the characters with meals and a suite of rooms in the Salon to use as their headquarters.

See Part 2 for details. If characters try to squeeze some additional form of up-front or bonus payment out of Wazen, he reminds them that the suite and its amenities are no small gift, which he is providing free to the characters for the duration of the operation.

He does this solely out of the goodness and generosity of his heart. A character who makes a successful DC 15 Wisdom Insight check detects that Wazen became distinctly nervous when the characters asked for a guaranteed reward. He is clearly unhappy about this, and it should cast a cloud over any dealings the characters have with Wazen for the rest of the adventure. Once characters agree to take the job, proceed to Scene 2: Legwork if characters launch into preparations outside the Lounge, or to Scene 3: Scene of the Crime if they go straight to the Lounge of a Thousand Whispers to scout the location.

This means that the vault will contain approximately 10, pounds of coin slightly less since some will be in jewels or jewelry. Make sure players realize the magnitude of their task. When characters enter the Lounge, consult Scene 3. Let the players think for their characters and come up with their own ideas.

These sections are a resource to help you deal with the different avenues the players might consider while planning their heist.

Just remember to always allow room for possible complications further up the road. The ground floor has a casino and restaurant. The second floor has a ballroom and other smaller rooms.

The third floor has rooms to rent. Two floors beneath the main floor contain rooms used by the casino staff and, somewhere down there, the vault. The Lounge sits on a corner with three-story buildings to the north and east.

Wazen does his best to answer any questions the characters might have, but he is not an expert on the layout or the defenses of the Lounge. He can get any mundane equipment the characters ask for, usually within a few hours depending on how unusual the request is, but he grumbles about having to do this when he provided the characters with plenty of expense money up front. There are more than a hundred mercenaries in the company, and at least half them are likely to be in the barracks at any given time.

They even provide security for some members of the Black Table. If characters want more information about the Black Scorpions, they are referred to the businesslike Captain Shella Monzoun veteran but with Charisma 13 of the Black Scorpion company. They will turn down a job if it requires them to break an existing contract with another client.

Other than that, legality is for lawyers, not mercenaries. They also sell clockwork constructs to those with the money. The Black Scorpions provide advice about how the Lounge can improve its security, and they are contracted to respond to threats and emergencies. This means that Black Scorpion mercenaries might be stationed in the Lounge if trouble is expected.

Under no circumstance will Captain Monzoun hand over this paperwork or even discuss these details. Details of that heist are left up to you and the players. The contracted Black Scorpion threat response team consists of a priest, 4 veterans, and a clockwork hound. If characters are foolish enough to start a fight with Black Scorpion mercenaries, they are first met by a Roguish characters may have a network of friends and contacts that look favorably upon them or owe them favors.

No contacts are willing to help in a direct assault against the Lounge, but characters should be able to call on a wide selection of spies, fixers, and forgers who can help in setting up a scheme. Usually, asking simple questions of folks on the street is a matter of making a Charisma check to gather information. However, not every PC in this adventure may have the ability to any degree, and not every NPC reacts the same way when approached.

Some need charming, some need bullying, and some need impressing. Consider allowing player characters to gather useful tidbits of information with Deception, Intimidation, Performance, or Persuasion.

Some information might require more than one successful check to uncover. Bear in mind that rogues might have many features that are useful among criminals and low levels 39 of society but that might actually work against them when talking to the rich and powerful.

The details on the Lounge are in Scene 3. If strange occurrences accumulate, the characters risk placing the Lounge staff on alert. If the total exceeds 20, Nadi grows concerned and places the staff on alert for a day before things go back to normal. If an alert is sounded, add 5 to all future rolls. Abu has a modest home with an enclosed garden behind it.

He has 4 staff commoners and 2 guards. Other than a few average locks, he has no other security. Of particular interest to the PCs is that fact that Abu wears a golden unblinking eye pin necessary to bypass the alarm spells see Scene 3 for details. They discuss events of the previous night and make plans for that day.

Then he tours the first floor, checking in with staff and meeting with department heads before going to the counting room to review the receipts.

He takes any business meetings in one of the multipurpose rooms Area G. He spends the afternoon moving through the Lounge, meeting guests, keeping people happy, and looking for ways to improve his staff. After dinner, he goes to the counting room one more time before checking on whatever entertainment or special events are happening in the Lounge.

Before bed, he makes one last circuit of the basement floors and the sorting room, possibly changing the combination on the vault if he has grown concerned. If necessary, his routine might change in response to actions taken by the characters. See Scene 4 for more details.

It has only four tables, and those are rarely more than half full. It is shabby in comparison to the Lounge. While Uzon hates Nadi and might be willing to assist the characters in a scheme against him, he is ill-disposed to any alliance that would also help Wazen.

Characters can easily conceal their connection to Wazen, but they can just as easily let it slip. Once Uzon finds out about it, they have disadvantage on any Charisma checks regarding Uzon. Inside the Lady Luck, three of the four walls display beautiful paintings. He wants the Petals of Sunlight and Shadow by Shial bin-Muftia; a painting not seen for a century and thought lost or in a private collection somewhere. This is the type of information that can be gathered from random contacts, as described above.

If the characters should offer him this painting or a convincing forgery few people have ever seen the original , they earn themselves a strong ally who is willing to take significantly more chances for them than he might otherwise. If they are ready to execute their plan, go to Scene 4: The Heist.

Each section below describes the areas to be found in the Lounge, with notes based on states of awareness. Note that the exact number of guards in an area is never listed; this decision is entirely up to you, based on how many you think are needed to create the most excitement and propel the adventure forward.

If more are ever needed, Nadi can hire as many as he wants from the Black Scorpion Mercenary Company. Nadi orders increased scrutiny and directs his staff to take the listed precautions.

The Lounge caters to high-end clientele, though in a town of pirates and raiders, rougher sorts also come looking to spend their gains. The guards know from experience that trouble escalates quickly once it starts, so their instructions are to stop it before it really gets started.

Conversely, anyone who looks rich, foolish, and ready to lose a lot of cash is likely to be offered free drinks, meals, or even some complementary betting tokens in the gaming hall, to get them started on a night of big spending. Unless noted otherwise, employees of the Lounge—cashiers, waiters, dealers, etc. Guards are standard guards. Hostesses are trained bards with some spellcasting ability; see Appendix 1 for their stats.

Doors and Locks. Many doors in the Lounge of a Thousand Whispers are kept closed and locked. In the descriptions that follow, a shorthand syntax is used to describe these doors. The entry hall has no windows. Noise and perfume drifts into the street, assaulting you before you even enter into the Lounge of a Thousand Whispers. Two large, golden statues of plump, smiling men flank the door.

Scantily clad men and women call to you from a stairway balcony, offering you an evening of endless delights. Scents of cooking meat and the soft music of strings drift from an eatery directly ahead while the sounds of many voices echo from the gaming floor to your left. There are two guards and Jumanah hostess generally found here. The guards do not interact with customers unless instructed to by Jumanah or they see a fight about to break out.

She makes polite small talk from her small podium and directs them toward their likeliest desire. She can quote prices if asked, but tries to get the customer not to worry about money and focus instead on what they desire. Patrons are not allowed to carry weapons in the Lounge. All weapons, even small daggers, must be handed over upon entering. They are kept in locked trunks behind the hostess station.

The trunks are AC 12, have 15 hp, and are immune to poison, psychic, and radiant damage. A small bribe of 5 gp is enough to allow a small favor, such as bringing in 42 your own food or drink. Keeping a hidden dagger or similar weapon is much more serious and calls for a tip of at least 50 gp.

In any case, the gratuity only buys the character the chance to attempt a Charisma check with a DC set by you, depending on what sort of rule is being broken.

Alerted: If the Lounge has been alerted to trouble, two additional guards are here as well as a Black Scorpion veteran and another staff member commoner whose job is to run for help if need be. Before locking the doors, a staff member commoner is dispatched to alert the Black Scorpions that the Lounge needs help. At other times, the restaurant is dark and empty with silk drapes drawn across both entrances.

The restaurant has no windows, but the wall facing the gaming hall is only waist high. Diners partake of a plethora of dishes while listening to a trio of musicians playing stringed instruments on a low stage. A Nurian woman with a throaty voice sways between them, singing about her lost love, looking wistfully in the direction of the bar. Guests can partake of a wide variety of dishes. All of the food is excellent and meals can be had for as little as 2 gp to as much as gp.

Nearly any kind of beverage that could be imagined can be ordered from the bar. When the restaurant is open, five waitstaff commoners are present, serving customers, moving back and forth between the kitchen, the bar, and the restaurant as well as going up the back stairs off the kitchen to the private rooms and ballroom on the second story. Occasionally hostesses come in to retrieve food or drink orders for patrons on the gaming floor. If there is trouble, staff members run toward the kitchen or the entry hall to find a guard.

Alerted: If security has reason to suspect a problem, two guards are stationed here: one by the entrance to the entry hall and one by the short stairs that lead to the gaming floor.

Alarmed: If the alarm sounds, the staff flee to the kitchen and the guards if present move toward the commotion. The gaming floor has no windows. Surrounded by a smoky haze, dozens of men and women try their luck at games of chance under the watchful eyes of pit bosses. Cashiers sit in cages along the northern wall. At any given time, 10d6 guests can be found gambling on the gaming floor, along with 10 dealers and 5 hostesses.

The gaming tables each have 5d10 gp worth of miscellaneous markers on them for a normal game. At least one table has lower stakes where the markers are for sp instead, and one table plays for higher stakes where 5d gp are in play. No tables use real coins but rather colored wooden tokens obtained from the cashiers in the cages. Four cashiers are inside the cages changing tokens for money and vice versa.

The only entrance into the cages from the gaming floor is through a barred door DC 25 Strength, AC 17, 20 hp, immune to poison, psychic, and radiant damage. There is never more than gp in the cages. Whenever an individual cashier has more than gp on hand, the excess is sent to the counting room using a cart that resembles a tall metal coffer with wheels. During normal business hours, 4 guards and 2 pit bosses knights are spread throughout the room watching the guests as well as the staff.

High roller customers draw the attention of a hostess and a pit boss who do their best to please the customer, and separate them from their money. One of the dealers, Hom Al-Ashareen, owes a great deal of money to a dealer of blue stardust an intoxicant.

Alerted: If the Lounge is on alert, 2 Black Scorpion veterans are posted on the gaming floor: one by the entry hall and one in front of the entrance to the cages.

Alarmed: If the alarm is raised, the guards and veterans secure access to the cages. If no one is trying to breach the cages, half of these warriors move toward any disturbance while the others move to protect the counting room. Guests are never allowed in here; no skill check, bluff, lie, or threat will ever get someone past the guards. The counting room has no windows. A coin-covered table dominates this room.

Small but sturdy carts resembling wheeled strongboxes are lined up along the walls. The only door to this room is kept locked at all times. Seated around the table are 4 staff commoners tallying the proceeds as they come in. The cash counters are watched by a pit boss knight. Every eight hours, or anytime the total reaches 7, gp, the cash is taken by a pit boss and a guard from the gaming floor down to the guard room Area I for placement in the vault.

When the pit boss and guards transfer money, they use a wheeled cart and each wears a gold pin shaped like an unblinking eye. The pin is necessary to bypass the alarm spell in Area I.

A metal coffer by the door has half a dozen pins in it, though the number varies. Unless the forger has one to examine, this check is made with disadvantage. Every four hours, a hostess brings drinks and food into the counting room and retrieves the used dishes. No one in the counting room is bribable. If any of them are approached with such an offer, they report full details about it to Nadi as soon as possible. Alerted: If alerted to a threat to the Lounge, 2 guards are added to the room. Alarmed: If the alarm is sounded, the pit boss commoner refuses to open the door for anyone short of Nadi himself.

Guests are not allowed in the kitchen. The kitchen has no windows, but there is a door to the alley DC 18 Dexterity, DC 18 Strength, AC 17, 17 hp, immune to poison, psychic, and radiant damage. Ample counter space and three large hearths fill the warm and active kitchen. Off the kitchen to the west, a ramp leads up and down. There are doors to the restaurant, the alley behind the building, and past the ramp to the counting room. When busy, the kitchen has 6 staff commoners , 1 guard, and Abu.

During off hours, Abu and three of the staff are not present. Staff are coming in and out constantly, dropping off orders and taking food throughout the Lounge. The head chef, Abu, is a ratfolk rogue and and expert chef. His boundless energy and talent with cuisine has made him something of celebrity among the local rich, and he has even cooked for members of the Black Table. He is also possessed of a large ego and is given to emotional outbursts. If he were to feel underappreciated, he could be tricked into causing a grand disturbance or even leaving.

He also wears a gold unblinking eye pin that is necessary to bypass the alarm spells. The guard in this room, Mallek, enjoys this post, as Abu allows him to sample the food. Because of this, he is more loyal to Abu than to Nadi, but he is also vulnerable to intimidation with threats that could cause him to lose his position.

One of the hostesses, Halla, delivers food to the counting room and the guard room below; she also requires an unblinking eye pin to bypass the alarm spell in Area I. If it were to disappear, Halla might not report it right away, out of worry that her negligence could get her fired it almost certainly would.

Alerted: If the Lounge is alerted to trouble, a Black Scorpion veteran is assigned here next to the ramps. Alarmed: If an alarm is sounded, the guard sends one of the staff down the ramp to the guard room to warn them and dispatches another of the staff to summon more Black Scorpions. Provided the runner is not stopped, a 44 response team arrives in five minutes. Once the staff are sent on their tasks, the guard makes sure the door to the alley is locked.

A ramp at the back of the room leads down to a hallway off the kitchen. Numerous tables fill this expansive room, which also has a low stage against the north wall. The ballroom is empty and available for renting for gp plus entertainment and catering costs with two exceptions. On the afternoon of the second day, a party is held here for the crew of the Songstress a pirate vessel ; its captain just sold their latest prize and is treating the crew to an afternoon and evening of delights.

The party gets loud and out of hand, and many of the guests rent rooms on the third floor for other activities. On the fourth night, a huge wedding party uses the room, paid for by the wealthy perfume merchant Nottan El-Hareesh. His only daughter is getting married, and he places high demands on the Lounge see Scene 4. Alerted: If the Lounge is alerted to danger, 1 guard stands watch in the hallway outside.

Alarmed: If the alarm has been sounded, the guard locks the doors to the ballroom if it is in use and tries putting off any concerns by the guests. Each room can be rented for 15 gp an hour and set up for additional charges with tables, beds, pillows, or any other items required. Each room has a window that does not open.

Alerted: No change. Alarmed: If any of the rooms are in use when an alarm is sounded, the guard stationed outside the ballroom closes the doors and tries putting off any concerns as with the ballroom guests. If no guard is present, the one dispatched from the gaming hall takes care of these rooms after checking on the ballroom doors.

Each lavish suite has accommodations for up to four people. Each room has a large window that does open. Feel free to elaborate on any guests that would be interesting for the development of the adventure. Alarmed: No change. No one but Nadi can pass through without being stopped and checked. A desk and a few chairs are at the bottom of the ramp.

Doors exit the room in three directions. Anyone coming down the ramp is challenged by the 5 guards and 1 clockwork hound. Normally the challenge is routine, since the security team knows everyone who works at the Lounge by sight. In addition to the security team, there is a permanent alarm spell on the room.

The southern doors that lead farther into the complex, however, are always kept locked DC 18 Dexterity, DC 20 Strength, AC 17, 27 hp, immune to poison, psychic, and radiant damage.

Alerted: If the Lounge staff expects trouble, Nadi orders one pit boss knight to watch over the room along with the rest of the security team. Alarmed: If an alarm sounds, the guards lock all the doors and defend this room, preventing anyone not accompanied by a pit boss knight or Nadi himself from passing. It is lined with shelves filled with foodstuff, liquor, intoxicants, linen, and other things needed to run a pleasure resort.

A staff member enters the room at least once an hour to get supplies for elsewhere in the Lounge. At any given time, there are usually 4 entertainers commoners and 1 hostess using this room. Only Abu lives outside the Lounge. Someone with a pin can enter the sorting room, but only Nadi can give the myrmidon orders. Alerted: If alerted to a potential theft, Nadi purchases a clockwork hound from the Black Scorpions to assist the myrmidon.

Lockboxes and baskets of locks rest on shelves. A large table occupies the center of the room. A complicated vault door larger than a draft horse is set into the northern wall. Valuables are brought here to be cataloged and coins are recounted.

The strongboxes are placed inside the vault by Nadi or by one of the pit bosses with the help of the clockwork myrmidon. The door to the vault is always locked and the trap is always active except when valuables are actively being put into or removed from the vault.

Alerted: If alerted to a problem, 2 Black Scorpion veterans are posted here. Alarmed: If an alarm sounds, 2 guards who were off duty in Area L move to in front of the door to this room. Nadi changes the combination every week to limit the chance that someone else can find out the code. The door is trapped so that anyone trying an incorrect combination triggers the trap, flooding the room with poison gas.

Everyone in the room takes 22 4d10 poison damage and is poisoned; a successful DC 15 Constitution saving throw halves the damage and negates the poisoned effect. Poisoned creatures repeat the saving throw at the end of each of their turns, ending the effect on themselves with a success.

Inside the vault are twelve strongboxes see room N , each containing approximately 50, gp worth of goods. Alerted: If Nadi suspects a problem, he changes the code and does not share it with any of the pit bosses.

This requires him to do the coin transfers himself. The vault is a cube made of steel plates sandwiched around a lead core that has been warded to prevent teleportation or incorporeal passage.

These events are in addition to the normal routine such as money transfers detailed in Scene 3. Feel free to add or adjust as necessary to maximize the excitement and drama of the adventure. At dawn, Nadi meets with his staff. If there has been an alarm, he changes the combination to the vault as soon as the meeting finishes and he shares it with no one else.

Seventy-seven participants buy in. A two-hour break is called. Nadi spends most of that time walking the gaming floor, meeting the gamblers, schmoozing, and playing the good host.

During the late morning, Uzon Mashaeri comes across the street from the Lady Luck and orders a drink while disgustedly watching the tournament for a few minutes. After just a few minutes, he angrily slams the glass down and storms back to his gambling parlor, not having even finished his drink. At midday, staff members set up the Ballroom for the wedding. As the tournament is about to restart, one of the players who went bust before lunch—a female gnoll named Varnga—angrily tries to rejoin a table.

This eventually leads to a highly distracting fight with the guards, and could even draw in one of the characters, if any of them are participating in the tournament. Humans have a hard time telling one gnoll apart from another; for the rest of the day, guards regularly confuse any gnoll PC for the troublemaker and keep a close eye on that character.

Shortly before dinner, five men and two women arrive. They rent one of the multipurpose rooms and lock themselves inside. If the Lounge is on alert, one of the guards from Area I is dispatched to unobtrusively observe the room.

They are pickpockets who plan to work the gaming floor. After half an hour, the group wanders out of its rented room in ones and twos, dressed in dinner wear.

The groups split apart and mingle easily with the crowd, making them difficult to track. Over the course of the evening, they lift more than 8, gp from unsuspecting or overindulging patrons. Quick-thinking characters might work out a scheme to use the pickpockets to distract the guards. At dinnertime, Nottan El-Hareesh and his family arrive to celebrate the wedding. An hour after arriving, Nottan El-Hareesh demands to speak to Abu about what he considers substandard food served to the wedding party.

Guards separate them before anyone is injured. Nadi is called in to calm the situation and appease Nottan. This keeps Nadi occupied and away from his usual routine for almost an hour. Around nightfall, the final round of the tournament begins.

It will go on for four hours, followed by an hour break, and four more hours. During the tournament break, a goblin named Beetle is caught selling intoxicants in the hallway of the third floor.

The Lounge staff is not concerned about illegality but that the goblin is undercutting their own prices. Unnoticed at the time, Beetle palmed a gold unblinking eye pin and key ring from one of the guards. If they get away with the money, Nadi is taken away by the Black Table operatives and is never seen again.

If the characters are caught, Nadi turns over not only the money, but the characters as well, to the tender mercies of the Black Table. Whether the characters are ever seen again is up to you and them. She intends to establish her own noble house with this territory as a base.

But some members of the house of Aldous-Donner are selling its artifacts to amass their own fortunes and influence. The player characters are agents of Saintmistress Rowanmantle, head of the church of Yarila and Porevit. These paired deities are the gods of fertility, fields, and forests in the elf and elfmarked domain of the Grand Duchy of Dornig.

The characters are opposed by Professor Skein Devinshire, a dapper, scheming ravenfolk who holds the post of Deputy Director of the Treasury of Antiquities in the Dornig city of Reywald. Devinshire is aided by a retinue of mercenary treasure hunters.

Acting on orders from the Saintmistress, the characters were tipped off and have a chance to spy on an illicit exchange of artifacts from the ruins of Thorn, including a legendary time-warping artifact, the Agua-Sintellus Orb, said to contain water vapor collected from waterfalls at the edge of the world.

The characters can try to stop Devinshire and his goons from making an illicit purchase of the artifact. Everyone scrambles to obtain the Orb in a game of hot-potato and keep-away. If things go as expected, Devinshire flees rather than risking his life, enabling the characters to take possession of the Orb.

At the Imperial Conservatory in the forest city of Tomierau. Ancient maps showing the city of Thorn in its heyday, before the Archon Court sounded the Great Retreat, are produced and compared to the diary of a dwarf from the time of the war for Mithral.

The diary describes the likely location of the Chamber of Tomorrows, and also mentions the Archway of Horizons, a structure spanning a tributary of the River Thorn. By the time the river pours into the sea, the characters will either have possession of the priceless navigational tools, or their mission ends in failure.

If the mission succeeded, the characters should have the means for exploring the disappearance of the elves from Midgard. You can continue the story if you like, allowing them to eventually discover the truth of the Great Retreat for themselves.

Remind players, however, that if their characters act recklessly or reveal their presence prematurely, the seller might never arrive with the Orb. The western span of the Archway of Horizons is mostly collapsed and the water is surging under it from the rain. But the east wing, including the center apex suspended over the water, appears sturdy. The archway also emanates transmutation magic. At the base of the western span, a grand staircase leads to a stone door.

The immediate area of the Archway is also an intersection of several ley lines; one of many in the ancient city. After defeating a shambling mound, the characters can explore the archway. Inside, they find a map table and models of the navigational devices attuned to the Orb, a mysterious staff in a tank of water, and a statue of an undead guardian. Eventually, characters move on to the Chamber of Tomorrows.

They also find a Celestial Sextant and its companion piece, a Thornish nocturnal. These navigational devices can lead the worthy to follow the elves to their Great Retreat. At a crucial moment, the floor of the Chamber of Tomorrows opens up and everything T iming in C onvention P lay The adventure has roughly eight encounter areas. Only six should be required to complete the adventure.

If time becomes an issue, you can skip the combat encounters in Rooms 3 and 5 in the Archway of Horizons. In a four-hour convention time slot, you can roughly follow this schedule. Everyone is tense, no one quite trusts the other side. At the worst possible moment, someone says a phrase or makes a move that sets off a single firecracker, and before anyone realizes it, the whole place is bedlam.

The warehouse is stacked with stuff that goes boom, will ricochet off other things, create slick surfaces, and cause all sorts of mischief and difficulty for combatants.

Once the chain reaction starts, anything can happen. Things topple, fall, spill, and explode. Amid the confusion, the villains escape. Savvy players will recognize the potential for this this as they investigate the contents of the room.

Overhead Winch. One thing that should be pointed out is the presence of the overhead winch apparatus that 50 diagonally spans the roof of the warehouse. Operating it requires two people, one at each end of the machinery on the second floor. It was commissioned by House AldousDonner, which intends to present the statue to the ruler on her naming day.

Several very powerful people will be extremely angry if the statue is damaged. If the check fails by 5 or more, the statue crashes to the floor and suffers substantial damage.

Otherwise, the first person who figures out the mechanism can show other characters how it works. When the moment is right, the characters at either end of the track both yank their levers, and the load crashes to the floor. Every creature in the square directly beneath the load and in the eight adjacent squares takes 11 2d10 bludgeoning damage, or half damage with a successful DC 10 Dexterity saving throw.

Canvas Sacks. The pile of sacks filled with grain can soften a fall somewhat, halving damage. After one hit, the back splits open and grain spills everywhere.

Buckets of Sand. Buckets of sand hang on hooks near each corner on both the first and second floors. Pouring a bucket of sand onto a fire extinguishes a 5-foot-square area of flame. Stacks of Crates. Each stack is 20 feet high. Their contents are determined by the Chain Reactions table. Containers lettered.

The contents of these barrels are determined randomly from the Chain Reactions table. They are lettered so you can make a list of their specific contents. A few unlettered barrels stand along the north wall. Their contents can also be determined from the Chain Reactions table. The only exception is the winch and its supports. This rickety wooden walkway is just 30 inches wide, suspended by ropes 20 feet above the floor. If so, your job is simple. More cautious characters or those who try to avoid wanton destruction of property might choose a safer tactic.

An itchy trigger finger and an errant crossbow bolt could be enough to set off a chain reaction in the warehouse. How and when that happens is up to you. Time it for maximum dramatic or comedic effect. Find the roll on the Chain Reactions table and implement that result at some point during the turn. Once it gets started, the chain should be easy to maintain.

Have fun, improvise, and let things happen randomly. Each event can occur only once; once a result comes up on the chart, cross it off. If the same number is rolled again, either shift upward on an odd roll or downward on an even roll and use the first available result you reach.

If you shift off the top of the list, start again at the bottom, and vice versa. Your object during this sequence is to keep the chain reaction going. Be sure to have the rules on various conditions available for easy reference during this encounter.

Explain it however you like, but the Orb skitters, slides, rolls, or flies to a new location. This should seem to be a comical but mundane recurrence to the players.

In fact, the Orb is trying to escape because it wants to be reattached to its magical staff. A character with passive Perception 16 or higher, or who watches the Orb purposefully and makes a successful DC 15 Wisdom Insight check, notices that it seems to pause momentarily in its path and nudge up against objects like a broomstick, a discarded spear, or a club.

Average Rating 38 ratings. Welcome to a world of dark roads and deep magic, where you can match wits with Baba Yaga, set sail for uncharted islands with minotaur corsairs, and face the fury of the giants in the icy north! You also get: more than 48 new class options, including new bard colleges and paladin oaths martial, ranger, and rogue archetypes—and new weapons and gear a new druid circle and a dozen new cleric domains including Beer, Justice, and Moon domains sorcerous bloodlines, new warlock pacts, and strange arcane traditions 20 backgrounds from the Southlands to the distant North, And nearly new spells from the fan-favorite Deep Magic series, including shadow magic, clockwork magic, battle magic, rune magic and more!

The shadow roads are open, and the World Serpent stirs in its sleep. Adventure awaits the bold! Customers Who Bought this Title also Purchased. Reviews 8.

Please log in to add or reply to comments. Roger Jr. B May 29, am UTC. Will hardcover be available to DrivethruRpg again? I know that it's available on kobold press store but shipping costs to Europe are extremely high, higher that the actual price of the book.

I can't find this on some European eshop either. You can pick up the hardcover from the Kobold Press store online, or at your local hobby shop. Thanks, Wolfgang! I've placed the order. BTW, I had already looked on the Kobold Press site before I posted earlier, and didn't find it in a place it probably should have been.

I just reproduced the issue, so let me tell you what I did. At the KP main page, I hovered over the Store drop down menu. Under Categories, I selected Midgard. Then on the left side of the page, I selected Print and 5E. I would have thought that all your 5E books that are available for print would show up that way, but this book does not show up. Maybe I'm wrong about that, but if it's a problem with your site, I thought I'd let you know so you can fix it and hopefully not lose sales.

BTW again , I just recently started looking closely at Midgard. Damn you, Wolfgang, I just spent a ton of money to prepare for a Lost Lands campaign, and now you completely changed what setting I want to play in :P Great job!

Really intriguing setting! I mean, yes, the base mechanics are different, but are there races in those older sourcebooks which aren't covered here? In looking thru the bard spell list, I notice that there is no "4th Level" header. Does this mean that there are NO 4th-level spells or is this an error with a corresponding errata sheet?

Also, in the section "Ley Lines and Geomancy" there doesn't appear to be a table that the DM can use to determine if one or more Ley Lines are present for use by the Geomancer. Thanks in advance for your answers. One question: when an Edjet Fighter wields a versatile weapon with two hands, does she deals 1d10 the normal damage die, usually , or does she deals 1d12 a damage die one grade better?

Many thanks! Hi Valerio! I'm very glad to hear the Edjet is working out well for you. The design intent of the Edjet's versatile weapon feature is to allow it to get the versatile damage while using a versatile weapon in one hand.

I didn't intend for it to increase two-handed damage further, but I could see a DM ruling that it does without breaking anything. Hope that helps! The Justice Domain for clerics has some errors in the spell list Blade of Wrath is listed in the back of the book as a 3rd level evocation angelic , but it's placed in the 3rd-level cleric domain spell line which should only be for 2nd level spells.

The 17th level ability Holy Denunciation says "Using your channel divinity" which no-other 17th level cleric abilities requires.

At 17th-level advantage on Charisma and Wisdom checks for upholding the law isn't extremely powerful, so can't this be a permanent ability? Also in the Dragon Domain. The Channel Divinity: Charmer of Reptiles is kind of vague. It says at the beginning non-intelligent reptiles but doesn't specify if that is an INT of 3 or lower or anything , but the next line says each reptilian creature, See more not beast. What counts as reptilian anyway?

Do dragons, wyvrens, drakes, dragon turtles, kobolds, lizardfolk, yuan-ti, etc count? January 27, am UTC. I was going over the weapon section and I can't seem to find any maneuvers for the greataxe just the nordmansch version, and the composite bow has no listing for what its special property actually does. Is there an errata I'm missing?

Any plans for this Heroes Handbook to make it's way to Fantasy Grounds? That should ship sometime in Summer ; exact release date up to Smiteworks, of course. Asking this again as a standalone question rather than a reply: I see a bunch of the Deep Magic series got rolled into this book, but not all of it.

I'd love to finish out the supplemental magic rules you all have provided, but I'd also like to avoid redundancy where possible. I don't know if this has been brought to anyone's attention yet, but the listed God's domains don't match up with what appears in the Midgard world book.

That is correct! They do not match, though they are certainly aligned. The Worldbook offers the broader range. The Dragonkin have too much overlap with Dragonborn, and the Darakhul are planned for a future release but available in the softcover Heroes booklet.

The Heroes Handbook has entire chapters of new material, such as the martial and roguish subclasses, the 20 divine domains, the pantheist priest, and the equipment and several of the races bearfolk spring to mind. It also includes new spells from Labyrinth Magic and other new schools Rothenian, etc. At the same time, compiles most of the Deep Magic series of spells and subclasses into print, and of course it includes the races from the Midgard Heroes for 5th Edition.

All of that material is updated or expanded. Are there any of the Deep Magic books that specifically aren't incorporated into this one? Otis A. This should be an Admantine best seller! Amazing supplement! Well worth your money! Nick L. We need more 5E supplements like this. It doesn't take long before all the classes become familiar, the backgrounds all look like old news, and you glaze over the list of feats loo [ Paul S.

This book blew me away. The amount of work and detail that went into this book is monumental. I was hooked ever since. I have played most of the rpg out there in the past and can appreciate o [ Andrew C. A solid purchase containing alot of interesting ideas that will be able to faciliate play for a long time.

The nation states within the book are very interesting and capable of being moulded into a short or long campaign depending. Its also a bo [ Monica G. Even if you've never played a Midgard game, this book is a tremendous resource, offering amazing options that easily fit into any se [ See All Ratings and Reviews.

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Stay informed with the newest Kobold Press news and updates delivered to your inbox weekly. Be like Swolbold. Stay up to date with the newest Kobold Press news and updates delivered to your inbox twice a month. High Fantasy with a Keen Edge. Explore the Dark Fantasy World of Midgard. The World of Midgard is Yours to Explore! Explore Game Mastering in Midgard Whet your appetite to see if Midgard is the right campaign setting for you. Read More. Explore Playing in Midgard See what kinds of characters inhabit Midgard.

Find links to articles on character information and sourcebooks for players in our webstore Read More. Join the Kobold Courier and Earn Loot! Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. Log In.

New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. Midgard Worldbook for 5th Edition. From Kobold Press.

Watermarked PDF. Average Rating 3 ratings. The page Midgard Worldbook for 5th Edition includes: Detailed description of Midgard's empires, cities, and kingdoms, with associated heraldry, rulers, and adventure hooks for each state, large or small C haracters from Baba Yaga to the lords of the Dragon Empire, from the honest folk of Zobeck to various elven holdouts of Dornig and the vampire lords of Morgau Full lore on the pantheons of the Northlands, Crossroads, Elves, and others, including domain lists, rituals, divine demands, and the various masks and sacred texts—plus rituals and ambitions of the Dark Gods, for the GM's eyes alone!

Setting-specific lore of the planes, history, calendars, and conflicts of the world to enrich your stories and campaigns Forbidden lore of blood magic, void magic , and various dooms and items not meant for players' eyes!

A complete Index of the book's people, places, and major terms Encounter tables for each region of the setting and the planes! And much more! Customers Who Bought this Title also Purchased. Reviews 1. Please log in to add or reply to comments. What about the Midgard Player Handbook or something like that? Yes, maps of all the regions are included, as well as the city maps.

Are characters like the vampire lords provided 5e stats? Also it Is about 60 pages longer. Was anything added? It seems to be about the same page count as the book; the additions are the complete Index of the book's people, places, and major terms, as well as the Encounter tables for each region of the setting and the planes. Thank you for response. I have 3 copies of version. Also the 5e Supplement by Dan. Group really Likes setting. Primarily, the Pathfinder appendix has been removed and replaced with an index and regional encounter tables.

In addition, Pathfinder references have been removed from the Pantheon chapter and similar rules-specific areas. Top product - Abundant background knowledge about the world , gods, magic of Midgard. Unfortunately, the maps are not to be found individually in the appendix or even available free [ See All Ratings and Reviews.

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Midgard challenges explorers to restore the light of a past age after a devastating war broke the world. From the fallen civilizations of the Southlands to the darkened Shadow Realm where fey lords and ladies seethe with intrigue, a new age of heroes is upon the land!

Whet your appetite to see if Midgard is the right campaign setting for you. Find free articles about the setting and links to setting sourcebooks in our webstore.

See what kinds of characters inhabit Midgard. Find links to articles on character information and sourcebooks for players in our webstore. Stay informed with the newest Kobold Press news and updates delivered to your inbox weekly.

Be like Swolbold. Stay up to date with the newest Kobold Press news and updates delivered to your inbox twice a month. High Fantasy with a Keen Edge. Explore the Dark Fantasy World of Midgard. The roads to the shadow realm are open again, and the fey have returned to claim their ancient tribute. In the north the giants prepare for Ragnarok, while the goblins in the west grow restless. In the Crossroads, the shadow of the vampire princes falls across the land.

The World Serpent is stirring—and not even all-knowing Baba Yaga can say what will happen next. Now more than ever, Midgard needs 5E heroes to stand against the dark, driving it back with spell, steel, and cunning! These PDF files are digitally watermarked to signify that you are the owner.

A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase.

Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. Log In. New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search.

Midgard Worldbook for 5th Edition. From Kobold Press. Watermarked PDF. Average Rating 3 ratings. The page Midgard Worldbook for 5th Edition includes: Detailed description of Midgard's empires, cities, and kingdoms, with associated heraldry, rulers, and adventure hooks for each state, large or small C haracters from Baba Yaga to the lords of the Dragon Empire, from the honest folk of Zobeck to various elven holdouts of Dornig and the vampire lords of Morgau Full lore on the pantheons of the Northlands, Crossroads, Elves, and others, including domain lists, rituals, divine demands, and the various masks and sacred texts—plus rituals and ambitions of the Dark Gods, for the GM's eyes alone!

Setting-specific lore of the planes, history, calendars, and conflicts of the world to enrich your stories and campaigns Forbidden lore of blood magic, void magic , and various dooms and items not meant for players' eyes!

A complete Index of the book's people, places, and major terms Encounter tables for each region of the setting and the planes! And much more! Customers Who Bought this Title also Purchased. Reviews 1. Please log in to add or reply to comments. What about the Midgard Player Handbook or something like that? Yes, maps of all the regions are included, as well as the city maps.

Are characters like the vampire lords provided 5e stats? Also it Is about 60 pages longer. Was anything added? It seems to be about the same page count as the book; the additions are the complete Index of the book's people, places, and major terms, as well as the Encounter tables for each region of the setting and the planes.

Thank you for response. I have 3 copies of version. Also the 5e Supplement by Dan. Group really Likes setting. Primarily, the Pathfinder appendix has been removed and replaced with an index and regional encounter tables.

In addition, Pathfinder references have been removed from the Pantheon chapter and similar rules-specific areas. Top product - Abundant background knowledge about the world , gods, magic of Midgard. Unfortunately, the maps are not to be found individually in the appendix or even available free [ See All Ratings and Reviews. Browse Categories. We Love Games Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Forged in the Dark.

Modiphius 2d Savage Worlds. Product Type. Core Rulebooks.

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WebEvery aspect of the internet, we believe, ought to be free. As a consequence, this utility was developed for free document downloads from the internet. Our domain name, . Webcollection brochure / product factsheets / user manualsdwgs / planning data 3D - photmetrics. WebBook Name: Midgard Heroes Handbook Edition: 5th Language: English Publisher: Open Design LLC Publication Date: 16 October Pages: Author: Chris Harris, Dan .