Dungeons and Dragons – Mystara
Adventures in Phase One AC 1002 – Business – Bargewright Inn
Princes of the Apocalypse – New Management
- Source: Princes of the Apocalypse (5e-wiz-pota 160)
- The Overview
- The Timeline
- The Concept
- The Reveal
- The Outcome
- Content Updates
AC 1002 – Business – Bargewright Inn – Overview
This is an adventure taken from Princes of the Apocalypse and adapted to the Mystara setting..
This features in the following sections:
- Gazetteer – Northern Reaches
- Timeline – AC 1002
- AC 1002 – Mystery of Bargewright Inn – An Innkeeper needs help running their establishment in Vestland (Northern Reaches) for a month while they catch up with family in another settlement.
AC 1002 – Business – Bargewright Inn – Timeline
Timeline – AC 1002 – Northern Reaches
Business – Bargewright Inn – An Innkeeper needs help running their establishment in Vestland (Northern Reaches) for a month while they catch up with family in another settlement. (Princes of the Apocalypse)
Cult of the Feathergale Knights – A group of airborne knights calling themselves the Feathergale Society are based out of a mysterious haunted keep called Feathergale Spire located somewhere in the Northern Reaches of Vestland. (Princes of the Apocalypse)
Mystery at Nightstone – Part 3 – Save the villagers from the Dripping Caves in the Soderfjord Jarldoms. (Storm Kings Thunder)
Mystery of the Missing Delegation – An group of delegates from the Heldannic Freeholds were moving south into Vestland (Northern Reaches) and have disappeared. (Princes of the Apocalypse)
Cult of the Riverguard Keep – A group of mercenaries have occupied a ruin known as Riverguard Keep. (Rumour – Princes of the Apocalypse)
Cult of the Sacred Stone – A group of new monks are seen in the region. (Rumour – Princes of the Apocalypse)
Mystery of the Iceshield Orcs – War drums can be heard up in the Makkres Mountains, but no forces have been spotted. (Rumour – Princes of the Apocalypse)
AC 1002 – Business – Bargewright Inn – The Concept
This Village of Red Larch is located in Vestland, north of Trollheim in hex Vestland(17-6). This represents 17 hexes to the north and 6 hexes to the southwest. This is in the hex in Vestland adjacent to Ethengar and Heldannic Territories. Other the the change in location, nothing needs to be changed to make this adventure work. This used the New Management side trek.
Characters have been ask by the Innkeeper to watch over his establisment while he is off seeing realtives.
AC 1002 – Business – Bargewright Inn – The Reveal
AC 1002 – There are a battle of Bargewright Inn, but the place managed to stay in business in the aftermath and has continued to operate since.
AC 1002 – Business – Bargewright Inn – The Outcome
This was not run by the group and has the following outcome.
- The Inn is a Mercenary hangout that hires out to the Ethengarians, Heldanic Freeholds and Vestland as a neutral ground for disputes.
- 2021-08-24 – Was called “Mystery of Bargewright Inn” and changed to “Business – Bargewright Inn” to fix some of the naming conventions I am using to help identify each of the adventure types.
By Country (3/3) – Glantri, Karameikos, Ylaruam
Introduction: (13/13) – Alfheim, Atruaghin Clans, Broken Lands, Darokin, Ethengar, Five Shires, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Rockhome, Ylaruam
Annual: (6/11) – Atruaghin Clans Ascension, Ethengar Totems, Land of Black Sands, Mystery (of the Duke’s Road Massacres, of the Forgotten Dungeon, of the Hidden Kingdoms of Dragons)
(Tier 1 – Introduction 11/46)
AC 1000 (Year 1) – (2/8) – Lord of Lance Rock, Relic Hunter (Dragon Hatchery)
AC 1001 (Year 2) – (1/8) – Relic Hunter (Tomb of Moving Stones)
AC 1002 (Year 3) – (3/9) – Business (Bargewright Inn), Cult (of the Feathergale Knights), Mystery (of the Missing Delegation)
AC 1003 (Year 4) – (3/10) Cult (of the Riverguard Keep), Mystery (in Atruaghin’s Palace, of the Iceshield Orcs)
AC 1004 (Year 5) – (2/11) – Cult (of the Sacred Stone), Mystery (in the Silver Sierras), School Assignment (Lupins or Werewolves)
(Tier 2 – Investigation 16/50)
AC 1005 (Year 6) – (12/19) – Rheddrian’s Investigation Bureau, Cult (of the Scarlet Moon, of the Valley of Death), Mystery (in Aegos, in Sundsvall, in Thyatis City, of the Alphatian Duellers, of the Dead Elf, of the Great Gnome Caravan, of the Magic Mirror, of the Missing Pilgrims), Relic Hunter (Dinosaurs)
1006 AC (Year 7) – (6/12) – Mystery (Dinner Assassins, in Radlebb Woods, in Ringrise, in Wendar, of the Dual Memories), Time Travel Castle Amber
1007 AC (Year 8) – (6/17) – Mystery of the Dying Trees, Thanatos and the Azcans, Thanatos and the Milenians, Thanatos and the Nithians, Thanatos and the Shahjapurs, The Day Magic Died
1008 AC (Year 9) – (0/6)
1009 AC (Year 10) – (0/5)
Phase 3 (Tier 3 – War 28), Year 11 – 10, Year 12 – 5, Year 13 – 4, Year 14 – 4, Year 15 – 4
Phase 4 (Tier 4 – Conclusion 7) Year 16 – 3, Year 17 – 2, Year 18 – 1, Year 19 – 1, Year 20 –
Phase 5 (Tier 5 – tba)
Phase 6 (Tier 6 – tba)
Campaign References: Books,
Base Calendar (Darokin, Ethengar, Five Shires, Glantri, Karameikos, Minrothad, Rockhome), Personalities,
Transports ((A) Airships, (G) Ground, (S) Ships)
Barvarossa (S-SL), Blackbeard (S-GS), Bounty (S-SS), Buccaneer (S-GS), Cutlass (S-GL), Magnussen (S-LS), Renegade (S-SL), Revenge (S-GW), Sea Hag (S-SS), Sea Hawk (S-GL), Sigtrygg (S-LS), Swashbucker (S-GS), The Pride (S-SS), Thorgrim (S-LS), Tortuga (S-SS)
Patrons Page: Abundance, Adventure, Aerial Races, Agriculture, Air, Alchemy, Amazons, Ambition, Anarchy, Animals, Aquatic Races, Aranea, Architecture, Arctic, Armourer, the Arts, Astrology, Astronomy, Audacity, Authority, Avianfolk, Avidity, Balance, Battle, Bards, Beauty, Beholders, Berserkers, Betrayal, Birth, the Blackflame, Boldness, Books, Bravery, Brute-men, Bugbears, Building, Cannibalism, Catfolk, Cats, Cavalry, Centaurs, Chance, Chaos, Charity, Charms, Cheating, Children, Circumvention, Cities, Cleverness, Cold, Communication, Completeness, Con-men, Conquest, Cooperation, Corruption, Courage, Crafts, Craftsmen, Creation, Cruelty, Culture, Cunning, Darkness, Death, Decadence, Deceit, Defence, Defiance, Desire, Destiny, Destruction, Devilfish, Diaboli, Diplomacy, Discipline, Discovery, Disease, Dishonesty, Divination, Dolphins, Domination, Dragonkind, Dreams, Druids, Drunkenness, Dwarves, Earth, Earth Races, Education, Egotism, Elven, Energy, Engineering, Enigmas, Entropy, Envy, Epic Deeds, Equality, Experience, Explorers, Faithfulness, Family, Fate, Fear, Femininity, Ferocity, Fertility, Fey Races, Fire, Flight, Forest, Fprest Races, Forgiveness, Formians, Fortresses, Frredom, Friendship, Fun, Future, Genie, Giants, Good, Government, Gnolls, Gnomes, Goblins, Grace, Gravity, Greed, Guardians, Harmony, Hatred, Health, Hearth, Heroism, History, Honesty, Honour, Lizardfolk
Immortal Titles: Aesirs, Ancient, Celestial, Empyreal, Eternal, Hierarch, Initiates, Old Ones, Sovereign, Sphere (Energy, Entropy, Matter, Thought)
National Patrons: Alfheim, Alphatian Empire, Aquarendi, Ar, Azcan, Blackheart, Brasolia, Children of Atruaghin, Clan of the (Bear, Elk, Horse, Tiger, Turtle), Cyndicea, Denagoth, Five Shires, Gentle Folk, Glantri, Myoshima
D&D 5E in Mystara
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