Foul Machinations: Wandering Wasteland

Welcome to the Scorched LandsA metallic puddle takes the PCs from Alucinar and into the Scorched Lands at the encouragement of an old friend: Jesker the Great. The old mage equips the party with some magical aid and sends them into Ravine, the nearest settlement in the unforgiving sands, to track down the P.R.A.N.K.S.T.E.R.S. with the help of Kara the Sun Flea. At the Parched Pilgrim tavern they are tasked with earning the Sun Flea’s trust by acting as couriers and waylaid by one of the cabal’s agents, but with her trust they are also given goggles of revealing and find clues that lead to the Sandy Gate of the Sea of Shards.

Ashen Corpse Haunt_Cinder-Ghoul-Fire-FlameThe Sun Flea gives them her best wishes and an old Pilgrim’s Journal to warn of the dangers of the Scorched Lands: the Transgression [this Thursday has the last article for it, Ashen Death! —MM], the fiery apparition haunt, the ashen corpse haunt, and a smattering of other useful tips for surviving the wandering wasteland. When they track down the P.R.A.N.K.S.T.E.R.S. at the Sandy Gate the PCs find several gregaria sphinx killing off the criminals (and a lens shard on one of the corpses), but to reveal the cabal’s full plan the adventurers must travel all the way to the Fissures—possibly contending with any of the mutated clans they come across before finding the Canyon March.

Stay tuned throughout October as the P.R.A.N.K.S.T.E.R.S. devious scheme is revealed in the rest of Wandering Wasteland in preparation for the adventure path finale next month!

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