Players 4 – 6
Runs 3 – 6 hours
Features: Mummy Lord, Shadow, Specter, Zombie, Ogre Zombie, Undead Tiger, Ghoul, Ghast, Warhorse Skeleton, Ghost, Skeleton, Wight
Rewards: Mace of Disruption, Rod of Rulership, Viscious Flail, Sun Blade, Necklace of Fireball
Warlock Joe’s Dark Vegas Vacation is a 5e-compatible adventure for four to six level 7 adventurers. It plays for 3-6 hours. The heroes travel to the post-apocalyptic dead-world of Dark Vegas. In this text, Pharaoh Vegaskare II is referred to as Vegaskare for brevity.
The great and powerful Warlock Joe (aka Josiah Darksoul) is no stranger to plane-walking and dimension-hopping. In his long and terrible career as the multiverse’s most irresponsible magus, he’s visited countless worlds, never leaving them in the same state he found them. One such world is Dark Vegas, the stygian domain of Pharaoh Vegaskare II, a tyrannical sorcerer that stole the power of the sun by opening a tear to the negative energy plane. The world plunged into eternal frozen night. Life ceased across the entire planet. Of course, it was Warlock Joe who provided Vegaskare with the knowledge to execute this disastrous spell. Warlock Joe can’t wait to help adventurers explore the sunless surface, hoping they’ll ensure what happens in Dark Vegas, stays in Dark Vegas!
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