Theaceae
Contents:
Introduction
Theaceae
East Side
White Spine Mountains
Dry Side
Campaign DM Notes [SPOILERS!]
Overview
Overview
Campaign Notes
Missing Tealeaf Son
Sunless Citadel
Forge of Fury
Forest Travel
Interlude
To the Adventuring Academy
At the Adventuring Academy
Undead Druids
Camellia Again
Lost Library of the Druids
Stop the Cult
Fix the Ship
License
Theaceae
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Campaign DM Notes [SPOILERS!]
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Campaign DM Notes [SPOILERS!]
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The dry side of the White Spine Mountains is alluring.
Overview
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Overview
Act I - Tealeaf Son
Act II - Sunless Citadel
Act III - Forge of Fury
Act IV - Forest Travels
Act V - Interlude
Act VI - Off To School
Act VII - At School
Act VIII - Undead Druids
Act IX - Camellia Again
Act X - Lost Library of the Druids
Interlude
Act XI - Stop the Cult
Act XII - Fix the Ship
Campaign Notes
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Missing Tealeaf Son
Last Night in Town
Over the Mountains
Pick up the Trail
On the Trail
Fight for Your Right
Weather Station
Escape
Afterwards
Sunless Citadel
Getting the Job
To the Ruins
Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Voyage Home
Gap Filler
Forge of Fury
Dwarfward Bound
Oneshot
On the Job
Part One
Part Two
Part Three
Part Four
Part Five
Part Six
Civil War
Return to Kalkum
Home Away from Home
Forest Travel
Local Customs
Price of Beauty
Beauty Cleanup
Hidden Shrine
Actual Hidden Shrine
Waterlogged
Shut In
Cats
Freedom
Consequences
Interlude
Part One
Part Two
Part Three
Part Four
Part Five
To the Adventuring Academy
Wolff Point Again
No Creed
Dropping Hooks
Hunted
Trading Favors
Backtracking
New Lead
Shadowdusk
Reconnaissance
Black Tablet
Planning
Battle
At the Adventuring Academy
Jump
Library
Tower
Stonky
Loremonger
Amber Temple Part 1
Amber Temple Part 2
Amber Temple Part 3
Amber Temple Part 4
Amber Temple Part 5
Undead Druids
Pit Fights
Torture
Pit Fight
Trapped Dragon
Freed Dragon
Crab Hag
Shark Men
Finding More Dragons
Freeing More Dragons
Here be Gish
Prisoners
We Go Now
Gith Children
Supply Ship
Escape
Space Orphans
Free Me
Out of Here
Camellia Again
Bar Fights
On the Run
Fey Fare
Fey Fare
Gods and Not-Gods
Friends Leads
Jump to Adventuring Academy
Picking Tattoos
Gith Patrol
War Planning
Forest Tricks
Lost Library of the Druids
New to Town
Three Challenges
Getting Started
Lycanthropy Cure
Brewing
Cloakers
Dragon
Ceremony
Stop the Cult
Finding Leads
To Douro
Haunted Temple
Night on the Town
Jungle Transit
Ghost Town
New Neighbors
Rewind
Escape
Into the Mists
Planning
Attack the Cult
Fix the Ship
Welcome to Nowhere