Birds of Prey
Prepare yourselves for an elaborate heist in this winter-themed adventure! 30 years ago¸ The War for the Silver Marches devestated the region¸ splitting the realm and devestating several cities. In the wake of Sundabar's recapture at the end of the War¸ a young drow woman escapes to the Nether Mountains¸ fleeing the city that slew her parents. Through the winter winds¸ a duergar finds the drow girl¸ shivering in the snow and takes her to his secret underground compound. Now¸ 30 years later¸ people are still picking up the pieces¸ trying to recoup the losses from the War while the young drow girl grows into a woman. But time does not heal all wounds. Now the duergar who saved her is her second-in-command¸ while she plans her revenge upon the dwarves¸ using the powerful arcane artifacts she's accumulated over the years. It is time for the adventurers to delve into the depths of the compound and plunder its vault of all the riches it holds¸ in order to stop the villain's evil crusade. But will they succeed? Find out in this epic adventure which takes you players from the urban criminal underground of Baldur's Gate¸ through the rebuilt dwarven citadel of Sundabar¸ all the way to the Nether Mountains for a heist of epic proportions. The Birds of Prey await your arrival... The adventure now has exported maps both as marked and unmarked versions. FEATURES: Delve through the criminal underground. This adventure takes your players through the criminal undergrounds of Baldur's Gate and Sundabar and lets them decide which thieves' guild will eventually help them succeed in plundering the secret compound. Intrigue¸ loyalty and betrayal are just a few the of themes explored in this half-urban¸ half-wilderness adventure. Who will your players ally themselves with and make an enemy of? Absolute freedom. This adventure caters to any possible playstyle. No NPC is 'essential' and there is no way to mess up the story based on the players' actions. It caters to good¸ evil or neutral parties¸ with short-reaching and long-reaching consequences for any decision made. A well crafted story. When making an adventure¸ my top two priorities are player agency and a good story. Over 3 years in development and playtesting¸ this adventure delivers a solid story with many of the NPCs' backstories being intertwined. Any NPC you meet will probably have a connection with some other NPC in the story and the decisions your players make when interacting with them might affect both. While not a direct contiuation¸ there's also a plot hook from my previous adventure that connects to this one¸ giving the players who played Beneath the Surface a way to continue the story. A sense of humor. The adventure has many pop-culture references¸ gags and funny situations¸ without dilluting the seriousness of the overall story. These moments of levity try to maintain the pacing of the story and try to alleviate any symptoms of possible boredom. Combat is optional. There is no encounter in the story that can't be solved either diplomatically or sneaked past. The adventure treats encounters as problems your players have to solve¸ not as tedious dungeon crawls which have to be completed in order to progress the story. However¸ if your party wishes to finish the adventure leaving a trail laden with bodies¸ the module allows that as well! An epic heist. Ever wanted to pull off a caper like Ocean's Eleven or Mission Impossible ? You can do so in this adventure! But be careful; the devious traps and numerous security mechanisms in the adventure's eventual heist might discourage all but the bravest of adventurers... The heist itself in chapter 5 is also modular¸ meaning you can use it as a standalone one-shot if you just wish to give your players an epic puzzle they need to solve. This adventure has been a long time in the making. After numerous play