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ZEITGEIST #2 (Part 3) - The Dying Skyseer

Concluding The Dying Skyseer! In part 3 of this adventure, the party uncovers the fourth investigation thread, the climax, and the conclusion of this complex instalment. Dragonborn arsonist brothers set a factory ablaze, creepy warehouses are investigated, and the PCs try to take down Mayor Reed Macbannin during an earthquake. What will they find in Macbannin Manor? For 4th-level characters.

ZEITGEIST #2 (Part 3) - The Dying Skyseer

Comments

[ADVENTURES]

Keovar

(Remember, Risuri speak Primordial. Crisillyri speak Common.)

Evil Midnight Lurker

I just noticed that, throughout all three parts, the language listed as "Common" should be "Primordial."

Evil Midnight Lurker

When prepping this module for my group, I was reminded of one of my minor annoyances with the campaign setting. Out of all the amazing world building, there isn't much to go on for the deities. It feels awkward to shoehorn other pantheons in. If you ever feel like adding in an extra Zeitgeist based supplement, a set of pantheons specific to the world or a recommended conversion guide would be lovely. Still, as I said, only a minor complaint.

Lee Smith


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