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.

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Battle Mats?
Includes Characters?
Level 6
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  • Request to change "commonMonsters" by @QuestLuminary.
    4 months 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.