Temple of the Sun Cabal
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From the Publisher's blurb: To save the world, sometimes you gotta save a vampire—especially when they have information you need, but they’ve been captured by the not-so-friendly neighborhood sun cult. Getting to their island temple won’t be easy, though. Will you choose the Path of Battle, the Path of Cunning, or the (suspiciously named) Path of Welcome? This adventure for four to six 5th level characters can be run as a standalone session, or as a way to introduce the Wild Garden dungeon from 13 True Ways into your campaign. It includes an improved version of the hydra from the 13th Age core book, a different take on harpies, a wild and watery skill challenge, and some potential recurring villains for your campaign. By Wade Rockett.