Cover of Saving Commodore Krux, a Spelljammer Adventure

Saving Commodore Krux, a Spelljammer Adventure

The party seeks out Commodore Krux at the Happy Beholder. After speaking with the patrons, the party learns that Krux has disappeared and gets a lead to check out his ship, the Second Wind. At the ship, the party learns from Fel Ardra and Flinch that Krux is being held prisoner by the Amoebros in a cave on the underside of the Rock of Bral. The party infiltrates the Amoebros’ lair, gets past the guards, and learns of the animal experimentation performed by the gang. In a final climactic scene, the party rescues Krux from Ripples, the wicked boss of the plasmoid gang.

Published By
Unknown
Publication Year
2022
Handouts?
No
Battle Mats?
Yes
Includes Characters?
No
Level
Level 6
Soloable?
Unknown
Found In
Part Of
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  • Request to change "commonMonsters" by @QuestLuminary.
    1 month ago

    Plasmoid Explorer and Plasmoid Warrior are both considered oozes.

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QuestLuminary has played this adventure and would recommend it.

This fit well into my campaign running the Light of Xaryxis.