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Princes of The Apocalypse 2

The document provides background details for a roleplaying campaign set in the fictional province of Pridaen. It describes the major locations in Yellow Birch and other towns in Pridaen, noting points of interest, important NPCs, and plot hooks. Four cults are active in the region - The Black Earth Cohort, The Crushing Wave, Eternal Flame Laboratories, and The Howling Hatred Movement. Minor factions in the area are also detailed.

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0% found this document useful (0 votes)
70 views12 pages

Princes of The Apocalypse 2

The document provides background details for a roleplaying campaign set in the fictional province of Pridaen. It describes the major locations in Yellow Birch and other towns in Pridaen, noting points of interest, important NPCs, and plot hooks. Four cults are active in the region - The Black Earth Cohort, The Crushing Wave, Eternal Flame Laboratories, and The Howling Hatred Movement. Minor factions in the area are also detailed.

Uploaded by

Thrum Blum
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Princes of the Apocalypse 2.

Chapter 1

Background—Besilmer did not exist. The Haunted Keeps exist directly above the Fane of the

Eye, and the adventurers who discovered them found drow ruins—not dwarven ones—in around

1433. These were abandoned when a plague swept through the area.

Vizeran DeVir should actually be a character at some point. The players should at least know his

name, right? Also, he had 4 artisan smiths make the weapons proper and then imbued them with

the necessary magic. The smiths may become characters later.

Synopsis—the missing Mirabar delegation is now one of the delegates’ campaign buses as he or

she runs for presidency of Kashtyr. Their last campaign stop was Beliard, and they wanted to do

some sightseeing before pressing on to give a speech at Summit Hall University. After a month,

the candidate and entourage are presumed dead. The Makalure’s Children are concerned about

one of their members in the entourage, the World Circle wants to know what happened to a

magical seed pouch, the Five Families are clamoring to find the delegation to gain political

favors from the Kashtyran government.

The Haunted Keeps do not lead to “a big temple,” rather, they point characters toward the cults’

centers of operation in other countries. Resources and keys found there allow characters to return

to the Haunted Keeps and use them to infiltrate the Fane of the Eye.

Cults—The Black Earth Cohort has a strictly medical flavor, modeling itself after its prophet,

the disgraced surgeon Marlos Urnrayle. They believe the world is irredeemably doomed and that

the only way to make things better is to bury all of civilization in Ogrémoch’s shadow. They see
themselves as doctors doing what’s best for a chronically ill patient. They are the least deluded

of the cults and probably the only ones for whom the title is really appropriate.

The Crushing Wave is a highly successful gang under the leadership of the brute Gar Shatterkeel.

Gar and his followers believe that if Olhydra comes back, they can be the ones to take advantage

of the new watery planet as robber kings. They see themselves for what they are, but they do

have a blind faith that Olhydra will help them typical of cults.

Eternal Flame Laboratories, Inc. bears a more science/tech bent than a cult bent. Vanifer and her

followers believe that Imix could be a powerful weapon to be bound, sold and used. They are

perhaps the most deluded and the least “culty” of the four. They see themselves as scientists.

The Howling Hatred Movement is a political/social movement led by famous actress Aerisi

Kalinoth. Aerisi has gotten her band of downtrodden millennials to believe that unleashing

elemental air will usher in an age of unparalleled freedom and anarchy. They see themselves as

martyrs and revolutionaries and incorporate art into their terrorism.

Minor Factions

The Elves of the High Forest are replaced by fey of all four courts acting opposed to the orders

of their Queans. Midiallory (Morgwais), a fanth, is trying to unite the fey and form their own

isolationist nation. The Hand of Yartar is replaced by the Virago Syndicate out of Ipitsuka. The

Knights of Samular are instead the Summit Hall Knights, the mascot for Summit Hall University.

Ushien Stormbanner is the president. The Uthgardt are replaced by the Yumetsazi Hillfolk and

the Pa’eltan Woodfolk on the reservations in southern Praedan.


Chapter 2

The Dessarin Valley=the province of Pridaen. The Sumber Hills=Sumber County. The

geography is shockingly similar. Think of this place as Utah, Nevada or Eastern California: a

somewhat pretty stop on a better trip. The history is as before: no dwarves, Terauzhnara was the

only major (drow) realm. The current settling began in the 1800’s, long after the Knights of the

Silver Horn were around. Also, the Haunted Keeps have long been leveled; the cult outposts only

stand in the same spots. Recently, crime and weather have been uncharacteristically bad.

Yellow Birch (Red Larch)—a pit stop town, to be sure

1. Allfaiths Shrine becomes First Unitarian Church.

a. Imdarr Relvaunder—stern, gossipy, contact for the Givers

b. Lymmura Auldahrk—sympathetic, loved, trusted

2. Swinging Sword is just a Hampton Inn; I’ll keep the kitchen fire idea (that’s a fun

memory)

a. Kaylessa Irkell—hotelier, pleasant, sturdy, worried; gives Lance Rock quest,

implicates Mellikho and Luruth in suspicious activity

b. Ghileeda—spy for the Crushing Wave, reports to Justran Daehl

c. Iraun Thelder—security guard, one eye, Howling Hatred spy

d. Brother Eardon—Thraosian priest on sabbatical, saw candidate in Brunez

3. The Helm at Highsun is now the Captain’s Hat Pub, and there’s a big obnoxious hat

people take pictures on outside the bar.

a. Garlen Harlathurl—bartender, jovial, grasping, cynical

b. Justran Daehl—bartender, gruff, rotund, Crushing Wave spy

c. Zomith—soldier on leave, bellicose, punched a delegate in Brunez


d. Stannor Thistlehair—sneaky, unpleasant, bribe gets him to squeal on Believers

4. Yalantha’s Place is an AirBnB type thing.

a. Yalantha—thin, pipe-smoking

b. Current guests are Black Earth doctors.

5. Thelorn’s Safe Journeys is now Chevy Thelorn, and it’s a car dealership/mechanic place.

Asdan runs the shop, Thorsk runs the garage.

a. Thorsk remembers the Eternal Flame scientists and can say where they went.

6. Chansryl’s Fine Leathers is now Chansryl’s Western Palace.

a. Eliza Chansryl—ambitious, dreamy

7. Tarnlar’s on Main is the same.

a. Helvur Tarnlar—uppity, pretentious, snobbish

b. Maegla Tarnlar—sharp, competent, Summit contact

c. Kids say they saw a “plague” out by Lance Rock

8. Lorren’s Bakery is the same, but it’s called The Good Bread.

a. Energetic, fantastical, Pridor family contact, confirms “haunting” hoax

9. Tantur Smithy is now a toilet factory.

a. Eldras Tantur—recluse

b. Laefra Tantur—communicates with outside world but lies to husband

10. Drouth Poultry Farms is the same.

a. Nym—practical, successful, a potential believer

11. Jalessa’s butchery is also the same, but it’s called the Spindle Sisters. Constable Harburk

lives here since the fire that burnt down the inn kitchen also burnt down his office.

a. Jalessa Ornra—owns it I guess?


b. Constable Harburk—busy, behind, needs help nabbing poachers on county line

12. Dornen Finestone is the same.

a. Elak Dornen—stern, power-mad, leader of the Believers, Bloody Treasure lead

13. Ironhead Arms is now Ironhead Adventures, which is a sporting goods store.

a. Feng Ironhead—honest, friendly, good-natured

14. Mhandyvver’s (Minnie’s) is a little diner.

a. Minnie Mhandyvver—pretends to be senile, knows Mellikho, Dornen and

Waelvur are in a club

b. Pell Mhandyvver—Minnie’s granddaughter; has “ghost” hook

15. Haeleeya’s (Couture Country) is a beauty salon and also a dress shop.

a. Haley Hanadroum—hears all the gossip; loves the World Circle

16. Waelvur’s is a used car lot.

a. Ilmeth Waelvur—drunk, sullen, apathetic, a Believer

17. Gaelkur’s is a pawn shop that mostly deals in games; people play there too.

a. Marlandra Gaelkur—has a counterfeiting business, a Believer

b. Larmon Greenboot—rancher, has “Shallow Graves” hook

18. Mellikho Stoneworks is the same. Creepy doctors have been watching it.

a. Albaeri Mellikho—friendly, duplicitous, a Believer, has Bloody Treasure hook

19. The Tannery is the same.

a. Ulhro Luruth—dumb, can’t smell, a Believer

20. Bethendur’s Store ‘n Lockit is the same.

a. Aerego Bethendur—smarmy, criminal, doubtful Believer

21. The Market is now the Plaza, and Grund is its custodian.
a. Grund—stupid, happy, loves pickles, the Believers’ heavy

22. Vallivoe’s (The Back Shelf) is an antique shop.

a. Endrith Vallivoe—shy, awkward, friends with the Children, Wundak Rats and

The Last Laugh lead

Pridaen Sites

Amphail becomes Uniaga—Racial harmony, governing body is awful, has beautiful historic

homes (historic city), known for political intrigue, sects struggling for power

Bargewright Inn becomes Scarlet City—racial harmony, respected leadership, awful smell,

casinos, lots of internal strife

Beliard becomes Brunez—racial majority oppressing minority, strong religious presence,

beautiful green spaces, cult base a while back, undead problem

Goldenfields becomes Angerland—racial harmony, stern but respected government, has weird

roads, famous person is from here, in some sort of conflict with another community

The Halls of the Hunting Axe are a tourist trap. Helvenblade House is a world-famous hotel.

The High Forest is now a Pa’eltan reservation—racial minority are refugees, fair leadership,

massive monument, lots of poor folks, under attack from some enemy

The Kryptgarden Forest is Kryptis County. Lance Rock is the same, but the dungeon isn’t there

anymore.

Neverwinter is now Baernhollow—racial majority has a large foothold, contested leadership, has

a famous cathedral, very patriotic, new dungeon has been discovered

Rundreth Manor is the same. The Stone Bridge is the same (how cool!)
Summit Hall is Summit Hall University—racial tension, respected leader, areligious, causing

problems, has a bad tarot reading

Triboar becomes Gabiank—racial harmony, weak ruler, good at one export, fashion center, very

decadent

The Vale of Dancing Waters is the same.

Waterdeep is now Rykestull—racial harmony, leader on deathbed, headquarters of a faction,

great food, scandal threatening powerful families

Westbridge is now Vresthic—racial tension, ruler controlled by others, site of a mythic event,

greedy businessmen kinda run the place, terrorist attacks common

The Westwood is now a Yumetsazi reservation—racial harmony, strong religious presence,

important knowledge repository, tough townsfolk, murder of importan figure

Womford becomes Wundak—racial harmony, doltish leadership, river divides town, powerful

organizations actually run the place, a new faction has arrived to town

Yartar becomes Ipitsuka—racial tension, cabal runs the place, a bit run-down, good booze

though, rival gangs tearing the place up

The Yumetsazi and Pa’eltan peoples stay in their reservations for the most part.

Chapter 3

The Factions and the Delegates

Delegation consists of:

a. Destin Majarra—a senator, major candidate for presidency, hooked nose, hijab
b. Teresiel Haviland—her running mate, very observant and interested in PCs

c. Bruldenthar—her campaign manager, flamboyant and eccentric professor

d. Rhundorth—one of the three Grand Admirals of Kashtyran military, impresario

e. Branna Horgan—Majarra’s head of security, very well-spoken and condescending

f. Winston Majarra—her husband, deep voice, kind and nurturing

g. Corgan Majarra—her son, the copilot, cool tattoo of a phoenix on wrist

h. Felyce Tulimdel—the pilot, wears giraffe earrings

i. Naimi Granja—a journalist, arrogant and pushy

j. Tulk Voorhees—Majarra’s personal assistant, snarky, offensive sense of humor

k. Tam Castiel—security, navigator, a major gaming enthusiast

l. Jasper Bladwin—security; very practical and boring

m. Quigley Vauncewand—security; obsessed with music and bards

Starting Out

The PCs are all on Majarra’s plane. They’ll have some time to talk to all the people if they so

choose. Shortly afterward, they’ll be attacked by some Black Earth Cohort ground artillery

(an extended shatter spell), and the plane will crash somewhere in the Sumber Hills. The PCs

will then wake up in the hospital and be briefed by Jim and Tess of the FBI. They will tell the

PCs that their bodies were discovered in a ditch near the town of Yellow Birch but that the

plane and everyone else in it have not been located, despite the best efforts of the FBI and

CIA. Jim and Tess hope to enlist the players’ help in finding the plane and hope to help them

jog their memories by travelling around Sumber County. Since they have to go into the

witness protection program anyway they may as well. The party then sets up shop in Yellow

Birch (outfitted with their gear), staying at Yalantha’s Place until they can find more suitable
lodgings. Their first night there, they are attacked by “orderlies” of the Black Earth Cohort.

In the morning, Jim and Tess meet them in town and suggest a list of people the party could

talk to in town to jog their memories. This leads to all the leads in town!

1. Imdarr—Imdarr remembers one of the party members and remembers that a local rancher

and yahoo, Larmon Greenboot, attempted to arrest them. Larmon is out on another “call.”

Finding him will unlock more information.

2. Lymmura—Lymmura knows more than Imdarr but has a steeper request. She wants to

return home to see her family in Maghdan, but the Office of Immigration in Rykestull

isn’t approving her visa for some reason. Investigating will also help you look into the

investigation’s documents.

3. Kaylessa—Kaylessa remembers something about one of the party members going to visit

an acquaintance in one of the old plantation houses near Lance Rock.

4. Iraun—Iraun knows who the PCs are and thinks they might make good members of the

Howling Hatred Movement. To have them prove their good faith, he asks them to steal an

item from a Crushing Wave truck heading along the interstate.

5. Ghileeda—Ghileeda believes Iraun is up to no good and wants them to defend the very

same truck!

6. Garlan—Garlan thinks one of the Hanson security guards, Iraun Thelder, might know

more about the PCs, but Iraun has gone missing. He is actually being interrogated by

Thorsk Thelorn.

7. Justran—Yalantha is on to Justran, and he needs some help laying low. He asks the party

to escort him to his brother’s place (Rivergard Clubhouse).


8. Stannor—Stannor is freaked out by the “doctors” who keep coming to the used car lot

and talking to Ilmeth. He wants to check them out, as he thinks they have connections to

the PCs anyway.

9. Yalantha—Yalantha is worried about her daughter’s fate since the plane crashed on top

of Vanzanar. She would love it if you could go and check it out.

10. Thorsk—Thorsk has been suspicious of the strange groups in the area lately and has

kidnapped Iraun Thelder. Iraun needs to be rescued, but Thorsk just may have a point.

11. Eliza—Eliza has recently been kidnapped by the Bartholomew Brothers. Rescue time!

After this, she says the Bartholomew brothers were talking about joining a movement of

some sort…

12. Helvur—The Tarnlars were robbed the other day, and they saw strange tracks. This was

the work of Geeraugh and Mougra.

13. Maegla—Maegla’s children caught a strange illness near Lance Rock that bears

investigating.

14. Mangobari—fought off some would-be robbers the other day and chased them to

Cemetery Park, where she lost them.

15. Eldras—He doesn’t like that Jalessa is going to change locations, knowing that she’s the

last bastion of hope the town has. He wants you to stop her somehow.

16. Laefra—Laefra has recently learned that Feng has been playing her and a few other

women in town and wants to know why he’s been stealing their money (it’s to resurrect

his lady love).

17. Nym—Nym wants to secure the church’s aid in protecting the Druidic Circle she’s a part

of. This, of course, leads to Lymmura’s quest.


18. Jalessa—Jalessa is wondering about the strange erotic dreams many residents of Yellow

Birch are having and wonders if Minnie knows anything about them.

19. Harburk—wants to oust the Bartholomew Brothers

20. Elandrak—wants to route PCs away from the Believers, says they should check out the

crime scene in Tricklerock Cave in Cemetery Park

21. Feng—wants to set up a business deal with Haley; this should be the final push he needs

to resurrect his girlfriend

22. Minnie—knows that there’s some sort of sinister club in town and wants the PCs to find

its leader and what he wants

23. Pell—says she saw a ghost near the big mausoleum in Cemetery Park

24. Haley—wants the PCs to compete in the local amateur adventuring competition

25. Ilmeth—wants more information about Nym (she’s scouting her for the Believers)

26. Marlandra—infiltrate Aerego’s offices and see if he’s hiding anything from her (or

spilling about the Believers)

27. Larmon—do a patrol and see what adventures await!

28. Albaeri—escort Albaeri to Trickle Rock Cave so she can retrieve some valuables she

stashed there before the murder

29. Ulhro—talk to Garlan about his boyfriend Iraun’s disappearance.

30. Aerego—Minnie Mhandyvver abducted his daughter, who looks exactly like Pell. Figure

out what the fuck is going on there.

31. Grund—Grund wants you to find Endrith, Zomith and Eardon, his old travelling

companions. Endrith is currently staying with Minnie.


32. Endrith, after being rescued, says she met the PCs before and that the skull by the thing

had a message on it addressed to Valklondar, which will restore a memory.

152, 212

6 bandits, black bear

2 goblins, half-ogre

Spectre

4 stirges, thorny

Zombie

2 zombies

4 skeletons

3 zombies

Zombie, 5 crawling claws, 4 skeletons, Oreioth

Thug

5 giant rats

6 bandits

Black Earth Priest

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