Inquisition of the Blazing Sun


It has been 3 years since the triumphant return of our heroes from the mists of Barovia and our heroes went their seperate ways, disbanding the Inquisition. While the origin of their coinage raises some brows, people take the coin nonetheless. “Gold is gold,” they mutter. The Realms are full of forgotten mints. Set to their own devices, they hardly notice the strange happenings in Abeir-Toril. A gradual influx of cults sporting mutations and powers of strange varieties. Caravans who wished to brave the Black Road swear that the sun never left the middle of the sky. Milk goes sour within a day, livestock are restless and the harvest is drying up despite the bountiful rain season. Rangers and peacekeepers on the frontier attacked by strange monsters that leave wounds that even magical healing cannot cure. On misty nights, some might even look up into the night sky and recognize none of the constellations…

All hearsay and rumors from gossiping farmers. The usual.

Notes for the Players:

While the rituals in the book will be a template for all others, casting them will be much more free form- instead of spending gold on generic components, you may instead use something with a particular connection to the thing in question.
For example, you’re trying to track a particular creature, person, thing or place down. Having a lock of that creatures hair will be a good material component that will pull you in their specific direction. Missing a weapon or trinket? Pray over the dead body, whether it held it or was killed by it. Want to talk to your old buddy Korgoth? Douse his action figure in liquor, and the dolls face will speak the words of your old friend!
Generally, these rituals will require a somantic, verbal, and material component of some significance to the subject in question (And some time).
The more creative you are, the greater chance for a success in the ritual.

The heroes have had three years to develop, and while that doesn’t mean they can gain a level, they might have changed their skills around to reflect their new lives. While they haven’t changed drastically, this does mean that skills they found useful in Barovia might no longer be so. You are allowed a rebuild of your character, with minor reworks needing no approval and major reworks needing a short paragraph justifying the decisions.

3 years is a fairly long time for some mortal creatures (elves less so), so a general idea of what your character has been spending their time on will be helpful to both player and DM. Maybe you spent your time learning a skill from a master, or invested in your own Winery (after all, you learned some things from the Martikovs).

Forgotten Realms
Toril will be our setting, of course, set in 1491 DR, with some alterations to the timeline as we learn of it. The realms haven’t changed too much in 5e, and this is an alternate timeline, so to speak.

We glossed over some small rules when we first played, some things we’ll be utilizing more:

  1. Stealth Rules: Bright light, dim light and darkness and shit.
  2. Cover rules: Full cover, partial cover, line of sight, etc…
  3. Actions for drawing weapons: You have an object interaction for free every turn (Draw a weapon, stow a weapon, etc…). It says stowing or drawing a shield is an action. But I see no need to weaponize these rules unless there’s obvious spam.

A good thread i found on missed rules, since 5e is almost intentionally

Approved Homebrew Feats

New Inspiration Cards


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