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The Atrophy of Flesh

Author: Tom Cartos

Addon: Content which can be added into any game - new or existing!

Price: $7.99

Qua-Soko Unveiled, Part 2

Take your players through a cosmic horror adventure series, full of bone-chilling encounters and mind-bending scenarios. The adventure path takes players through a fully-realized version of the Town of Ostenwold as it faces unspeakable horrors.

The Atrophy of Flesh

The Atrophy of Flesh is a Fifth Edition adventure for four to five characters of 2nd to 3rd level, and is optimized for a party of four characters with an average party level (APL) of 2. Characters who complete the adventure should earn enough experience to reach the 3rd level. The adventure takes place in the hamlet of Ostenwold in northern Omeria. Although the adventure text assumes placement in the Legends of Omeria campaign setting, you can easily place this adventure in any campaign setting of your choice. This adventure is the second chapter of the Qua-Soko Unveiled adventure path.

Background

Thirty years ago, two retired adventurers, the human Horst Blackfoot and the elf Déulara Tauranis, chose to settle down and start the town of Ostenwold. Under Horst and Déularas’ stewardship, Ostenwold quickly grew. Horst set up the Eastwatch Garrison to keep the area free from bandits and predatory monsters before he handed over the reins in order to start his own smithy, The Clenched Fist. There he lived with his wife Sasha and son Eran.

Ten years after Ostenwold was founded, many of its young men were called to arms in the war known as The Attack of Regrets. This included Eran Blackfoot. While most of the Ostenwold boys returned home from the war, Eran was killed in combat. Eran’s death split the Blackfoot family. Sasha left Horst to return to her family in the east while Horst turned to the bottle. Horst’s friends watched the man fall apart. His business fell to shambles and he rarely emerged. But then, one day something changed. Horst stopped drinking and the business turned around. The Ostenwolders, glad to have their smithy back, never questioned the sudden change. Instead, they welcomed the giant-of-a-man back with welcome arms.

Interestingly, the same day Horst changed his ways was the first time a conservative anti-conjuration group known as The Sons of Aspaeth started gathering at Ostenwold’s Sanguine Dawn Inn for their annual conference. Also, young adventurers traveling in the area started to vanish, never heard from again.

Could this all be connected?

Features

As a DMDave adventure, you can expect the following features and benefits:

Quick Guide

System: D&D 5E
Starting Level: 2
Length: One-Shot (1 session)
Installation: Add-On

Add-On

Install this Add-On via the dropdown menu in the Game Addons section of the Game Details Page. Select Dreams in the Witch Room and click on the blue Add to Game button beside the drop-down menu.

Bug and Technical Issue Reporting

If you encounter any bugs or technical issues with this adventure or any of DMDave's adventures on Roll20, visit our Bug Report Page and let us know!

For more adventures by DMDave head over to his Roll20 Marketplace.

i Can only be used with Roll20; cannot be downloaded.

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License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)