Whispers of the Dark Daeva (5E) PDF

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A Parsantium adventure for 1st-level characters

As the boat town of Flotsam gets ready to celebrate the Festival of Flowers, a series of violent deaths threatens to spoil the upcoming festivities. When the PCs delve into what’s been going on, they uncover an ancient evil lurking in the Hidden Quarter below the city streets that must be stopped before more innocents die…

Set on the run-down streets and houseboats of the Dock Ward in Parsantium’s Old Quarter, this adventure for four or five 1st level characters brings them into conflict with a powerful evil intent on increasing its power by spreading murderous carnage throughout the city.

Part mystery, part dungeon crawl, this standalone 5th Edition adventure is the ideal way to kick off a new campaign set in Parsantium: City at the Crossroads. The scenario can also be readily adapted to other published campaign settings or your own game world.

  • Designed to be easy to run by the GM – all monster and NPC stat blocks are presented alongside the encounter text
  • Contains a fiendish new 5e monster – the dark daeva

Written by Richard Green, author of Parsantium: City at the Crossroads and the Midgard Bestiary for 4th Edition D&D (Kobold Press), and featuring cover art by Joe Shawcross.


About Parsantium

Parsantium is a melting pot, a cosmopolitan city where trade routes meet and great cultures collide. Inspired by real-life Byzantium with its rich Greco-Roman heritage, the setting is packed with characters, monsters and magic from the Tales of the Arabian Nights, ancient India and the Far East, alongside traditional medieval fantasy elements.

“Parsantium BREATHES authenticity and love – New York City meets Byzantium, modern metropolis meets swords & sorcery – this book actually manages to portray a believable, interesting, unique city that oozes the spirit of Al Qadim, early weird fiction and recent phenomena like the god of war-series, all while staying believable.” – Endzeitgeist

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An RPG Resource Review

*****

This adventure is set in an amazing city called Parsantium. Although there's sufficient material within its pages for you to run it, for best effect go and grab a copy of Parsantium: City at the Crossroads - if you like intricate cities you won't regret it.

The first section, Running the Adventure, explains the background to the adventure which involves an ancient evil reaching forth once more and provides a brief introduction to Parsantium and an adventure summary. There's a detailed run-down of the ancient evil in question, and some hooks to help get the party involved in the adventure. There's a major festival soon, and quite understandibly folks would like it to be free of ancient evils.

Then the adventure proper begins, for once not in a tavern... it just leads to one later on. Not straightaway, however, the action begins with someone running amok on the docks. As events unfold, the party discovers that this is but the latest incident in a series of bewildering brawls that have involved people not normally known for being violent. Neatly, if the party isn't moved to investigate on its own, they'll be asked to find out what is going on and put a stop to it. Along the way there's an exciting and cinematic chase across a floating village and plenty of interesting people to talk to before they get to that tavern, and there are also opportunities for research as well as for action.

The tavern itself is well-described and there's a neat way in which some characters might pick up on there being something wrong even before they start delving below through the tavern cellar to the terrors that lurk in the sewars beneath. Never mind any ancient evils, the smells and sights of the sewars are bad enough - enjoy the atmospheric descriptions as the party explores...

The finale is suitably climactic, and there are notes to help you deal with the party's success or failure as appropriate. Overall it makes a stirring adventure which gives the party a chance to make a name for themselves at least in this corner of town. It's full of neat tricks to build up atmosphere and add to the realism of the town as well as to provide a suitably creepy feel that grows along with the body count!



I don't suppose this module comes with any digital map assets? Anything to help you run this via Roll20, for example?

That's been a major detractor from GM'ing a lot of the time; the time/effort needed to prep online resources.


MarkOfTheDragon wrote:

I don't suppose this module comes with any digital map assets? Anything to help you run this via Roll20, for example?

That's been a major detractor from GM'ing a lot of the time; the time/effort needed to prep online resources.

I'm afraid not. There's a map of the sewers & temple - the dungeon portion of the adventure - but it's a standard one page map, rather than one created for Roll20 or other VTT.

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