Is the fourth in a series of adventures that will be turned into the entirety of the Fall of Mith campaign. It will be made up of six smaller adventures released as one-shots.
Treason is a two to three session adventure taking place after Aeteum. But can also be edited to fit into most campaigns with a little work. It's designed for four level seven adventurers to partake in. The module itself consists of three stages, each one with fully populated maps. They're all packed full of all kinds of goodies, look below for the breakdown.
The adventure starts off with news that there is treason amongst the Mithians. The party is sent out, as non-Mithians to investigate the claims and look for evidence. They may or may not, through their own actions find the first set of clues (through their own decisions, not dice rolls.) Whether or not they succeed on the first task events back at the capital has revealed a little more evidence for the party to investigate for more clues (again, through their own choices, not dice rolls.) If they can narrow down the nine possible suspects enough they can stop the traitor in time. If not, then they don't move in time and the traitor strikes again. Then the party will look to the traitors last stronghold, no matter the outcome.
System: D&D 5E
Starting Level: 7
Length: Short Campaign (2-5 sessions)
Installation Type: Addon
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)