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They Came From Beyond Chapter 1 - Mutiny on The Chivalrous | New 12th-Level Adventure for Fifth Edition

Mutiny on the Chivalrous is a Fifth Edition adventure for four to six characters of 11th to 13th level. The adventure is optimized for a party of five characters with an average party level (APL) of 12. Characters who play through the entire adventure should earn one-quarter of the experience necessary to reach the 13th level. The adventure takes place on The Chivalrous, a ship sailing north through treacherously cold arctic waters. This adventure assumes placement in the Legends of Omeria campaign setting, specifically in Northern Omeria. However, it can just as easily be placed in any campaign setting that has a cold, arctic stretch near water.

This is the first chapter of the adventure series, They Came From Beyond! Look for the other parts in the series both on DMDave’s Patreon as well as Roll20.

Background

The Chivalrous, a sailing ship from the Dinzer port of Boscos, was hired to carry cargo north along the eastern Northern Omerian coast through the Tyrant’s Riddle. The Tyrant’s Riddle is the chilly sea that grasps the islands of Xenem Dynasty and Aegreya, then slides up the coast of Rasgax Highlands before joining the Omerian Ocean at the tip of the Syhros Peninsula. Its waters are filled with dense ice flows, plagued by frosty hurricanes, and populated by gargantuan creatures who thrive in the cold. Thanks to Casar’s extreme axial tilt and slow path around the distant sun of Naeyer’s Eye, this region of the world is bathed in perpetual ice and subject to impossibly long nights.

Argus, the ship’s Dinzer captain, was hired for his reputation for discretion. Unfortunately, Argus also has a reputation for pushing his crew beyond their limits. Just coming off a difficult mission to the island of Elsath, his crew demanded downtime before setting off again; Argus refused. Now a mutiny brews among the crew of The Chivalrous.

They Came From Beyond Chapter 1 - Mutiny on The Chivalrous | New 12th-Level Adventure for Fifth Edition

Comments

Anyone have an idea where I can print the map from this adventure in the correct size for miniatures?

Marc Vincent

My players really enjoyed this story so far. Had to end the night of play just after the mutiny part. And they think that was the worst of their problems! Lol :)

My group is traveling by ship to the far north this coming Monday, figured this would be a good encounter. Starting to get it all organized and prepped in roll20

I like the idea of an adventure on a boat (kind of leaves the players as captive - forced to do the encounter (no avoidance). Looking it over, my only question is the ship seems awful small for 26 crew total plus four to six players. I know ships are cramped quarters, but this seems a bit tight. If I were running it, I might adjust the scale a tad or possibly extend the width and length of the ship by a couple more 5 foot squares (5 ft or 10 ft tops). That would give a little more room for role-playing and combat. Lastly, I suspect the reason for not including the cover in the PDF file is that it might be the cover for the whole series?

Martin Maenza

Yep!

DM Dave

This would probably run well as a single session of travel.

Sarge

The full path will be much longer, though

DM Dave

I’m guessing about 2-3 hours

DM Dave

About how long is this adventure supposed to last ?

Aubrey

Sweet. I can't wait to run them through as much of Omeria as they'll let me. Thanks for writing such captivating adventures

Adee

Definitely. <3

DM Dave

This sounds like so much fun. I'm wondering if there will be more hand of the eight. My players are loving that story

Adee


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