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Barrowed Time

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The Sutured Sun has burned day and night for the last eight months. The crops are dying. The air is choking. And the Darklord seems content to let his people burn.

This is the Phunch Bowl, a Domain of Dread held within impenetrable glass. A prison of torment for Gaddin Phunch, the indefatigable iconoclast who upset more than a few powers-that-be. The people of the Five Towns are generally left to their own business, so long as they don't break their lord's One Law.

No gods.

The Darklord's brass homunculi, the Deadeyes, scour the land at all hours to route any religious practices or symbols, and will perform their duties with fervor measured in kilotons. For proof, one need look no further than the new bay in Tira's Fall. They're so desperate to keep the Sun burning that they'll steal honest, hardworking denizens' magic items as fuel.

The people of the Bowl would leave if they could, but the Dark Powers have fashioned a prison for the inhabitants as much as their Darklord. Even the souls of the departed. If they're lucky, the spirits of the deceased reside in comfort in the cairns of the Barrow. If they're unlucky, their souls writhe in agony while their bodies burn and rot in the wilds. After all, none may escape the Bowl.

It's up to the new arrivals to change all that.

As the heroes, work toward the ending of your choosing: Light, Dark, Epic, or Merciless. Learn the fate of the Purfied cleric who fell beneath the combined onslaught of the Deadeyes. Team up with a myriad of Companion NPCs who will augment your fighting forces and provide critical intel on the Domain. Make life-altering decisions on the Council of Youngers. Avoid the massive creature with acidic skin that lurks in the waters of the Bowlsea. Above all, confront Darklord Phunch and put out the Sutured Sun.

Before it's too late.

Contents:

- D&D 5e Ravenloft 2nd Tier Adventure (levels 5-10, or higher if fully completed).

- 5 Milestone Quests, with Optional Milestones and Side Quests.

- A host of unique magical items that will help you pierce the Darklord's armor.

- A plethora of magical creatures that may provide boons, or cause trouble, for the heroes.

- New monsters such as the Deadeyes (the Darklord's fleet of humunculi) and Hatemaw (an acid-oozing sea monster), plus many tweaks on classic D&D foes.

- New adversaries such as Darklord Gaddin Phunch (Armorer CR 10) and the Sliver of Bel Shalor (demon CR 14).

- Team with one or more of the 8 Companion NPCs, pulled from dozens of worlds, that want nothing more than to return home. Whether native or pulled to the Bowl by the Dark Powers, they may provide invaluable information on the Bowl's geography and denizens. They will drop anything in their current lives to help the heroes break out of the Domain.

- The heroes may join either the forces of Light or Darkness, pious champions of opposed gods who face the atheistic Darklord against all odds. Team up with Aravo the Purified Paladin and aid a centuries-long battle aginst the Shadow in Flame, or help Ikary Wootz (secretly a cleric of Cyric) take over the Domain of Dread in the name of his Lord.

- With your group, pick one of four Themes that set the tone and Ending of the adventure. The Themes will inform which NPCs wish to join the group and the outcomes of certain RP scenarios. While not entirely sandbox this adventure offers many avenues to tailor the experience for your heroes, potentially providing replay value for DMs and/or players.

- A new race of otter folk, the Lutrinae.

- A new Trait and Background for natives of the Bowl.

- One mimic.

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85
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File Last Updated:
April 28, 2022
This title was added to our catalog on April 23, 2022.