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Soul Jars of Fortune (mini campaign)

Soul Jars of Fortune (mini campaign)

Suggested Price $2.00


Mysterious enemies and strange events in Waterdeep herald the return of an ancient threat.  The party must piece together the clues to unravel a millennia old mystery, and prevent a disaster that threatens the souls of all living mortals.  An extended adventure designed for 5th to 8th level characters, with two or three levels' worth of content and milestone based levelling. 


-  mystery, intrigue, a cast of NPCs and a powerful enemy or two

-  traps, puzzles, riddles and handouts

-  encounters with adjustable levels of challenge, and non-combat options at times

-  options to play as other party members, and/or experience future higher level versions of characters

-  original artworks by talented artists (and a few of my own)

-  maps of key areas, suitable for VTT.

Author’s note: as ever, feedback on playability is welcome; contact details on the last page.  If you like it, don't forget to rate it; if you don't like it, drop me an email and let me know what can be improved.  It will help motivate me on my next project: The Wages of Sin - a campaign for new characters of all alignments (especially the evil ones).

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Discussions (3)
Customer avatar
Aaron I May 08, 2019 8:40 pm UTC
Hi Alan, really enjoying your work...currently running a mini-campaign of this title as a prelude to running the Instruments of Fate as a followup.

Quick question on the interaction of a certain spell used in Inn-troduction against a pack of creatures. Other than here, and a vague reference in Chapter 6, if a PC identifies and uses that spell in any other encounter with the aofrementioned creatures, does the same effect happen? It's not called out in the Monster stat block at all.
Customer avatar
Alan N May 08, 2019 10:44 pm UTC
Hi Aaron -

Many thanks for the positive feedback!

You are correct, the spell (and the natural form of it) is intended to have the same effect throughout the story - apologies for the oversight! I assume the chapter 6 reference is on p 44? The overall story also is designed that the creatures in question also make an appearance at certain times...

Customer avatar
Aaron I May 09, 2019 6:21 pm UTC
Yes indeed, was just wondering how the mechanics would interact in Chapter 3 :) Guess the summoner will have to make use of some counterspell/dispel magic in order to stand a chance :P I also assume his action Cloak of Night should be limited use?
Customer avatar
Alan N May 10, 2019 2:57 am UTC
Yikes! Another oversight. I specified "one use per day" in the appendix E description, but forgot to include that in Coronar's stat block. So yes, the Cloak of Night ability can only be used once a day, and in later combats the ability does not have the same potency as in the first encounter.
In chapter 3 he does not initially have any assistance, either. Later in the fight, if the party is a lower level, or has fewer hard hitters, I also figured that as DM you can always adjust his hit points or how many helpers he summons.
Customer avatar
David D February 13, 2019 7:57 pm UTC
Hi Alan! This is a really cool book. I give you a lot of credit for the interesting NPC's and the cleanly written descriptions and dialogue. Plus the campaign eventually going abroad gives it a solid Indiana Jones vibe which I love.

Quick question: I'm trying to figure out why you included the very random, very powerful magic item in the antique shop. My players had just walked into the shop when I ended the first session of the campaign - it seems like if I include it there as written, the campaign will come to a sudden and final end. I'm curious about the design decision behind having that item in a written campaign, since it usually derails things to the point that you have to toss out your notes (in my experience)

Setting that aside though - thank you very much for putting this out there. I love the archaeological aspect and the players are enjoying it so far.
Customer avatar
Alan N February 13, 2019 10:30 pm UTC
Hi David -

Thanks for the feedback; I am glad your party is enjoying the adventure. I would love to hear how they go with the rest of it.

I see your point with the item in question. I have always liked the randomness, potential future adventure hooks and element of risk that it introduces, and put in the smaller version. But in hindsight I can see how it could be a disaster, especially for a lower-level party. Recently my party (level 15s) came across the item in question, and one of the party members said "13"; the ensuing chaos took up the rest of the session. My character said "1" and is now out of the adventure. So I agree, perhaps it would be better not to include the item in the shop!

Alternatively, you could modify the item in question to remove the three most game-changing components, or make it so that the contents (and perhaps the warning poem) do not become accessible until a character reaches a higher level. Or the characters could perceive...See more
Customer avatar
Donnie W January 09, 2019 7:05 pm UTC
I like the play on words in the title.
Customer avatar
Alan N January 10, 2019 12:03 am UTC
Thanks, Donnie. I like to include puns, random movie references and other amusements in my works, to help make the experience enjoyable for the reader as well as the players.
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File Last Updated:
February 14, 2019
This title was added to our catalog on December 25, 2018.