Standalone one-shot · Optional Amber Tide sequelArchive / 02.01
A standalone adventure and optional follow-up to Amber Tide

Thorns of Blossomtide

A kidnapped ally. A manor with prisoners beneath its gardens.

Emilia Annet Blossomtide standing in her study wearing a tailored dark coat with a white blossom.
The wrought-iron and tarnished gold crest of House Blossomtide.
Blossomtide / The rescueLady Emilia Blossomtide · House Blossomtide
The opening

Someone took your ally. Follow the damage they left behind.

An ally with magical abilities disappears from an inn overnight, leaving a wrecked room behind. Your group follows the trail through a coastal town to a walled noble estate in the jungle.

Beneath the tended gardens, Emilia Annet Blossomtide runs an extraction facility. She strips prisoners of their magical abilities to power weapons and create artifacts. You came to rescue your ally. What else you do about the facility is up to your group.

Format
Standalone one-shot
Players
3-4 players · Level 2 · Early Tier 2
Play time
3-5 hours
Connection
Optional sequel to Amber Tide
01

Someone you know is missing

The kidnapping gives your group a personal reason to investigate. Each clue brings you closer to the estate.

02

Work out your way in

Watch the security routines and choose an entrance. Your plan begins with the choice between the road and the jungle.

03

Decide how far to go

You can attempt a quiet rescue, negotiate, expose the operation, or confront Emilia. Your group chooses where the mission ends.

Characters

Leads & adversaries

From the sunny harbor streets to the extraction chamber beneath the Blossomtide estate.

Emilia Annet Blossomtide standing in her study wearing a tailored dark coat with a white blossom.01
Lady of the Estate · Antagonist

Emilia Annet Blossomtide

The owner of the estate runs a facility that strips prisoners of magic. Her gardens give visitors little reason to look below the manor.

Alwira smiling in the doorway of a coastal shop adorned with shell necklaces and warm sunlight.02
Harbor Apothecary · Coastal Lead

Alwira

Runs a sunlit shop of shells, tinctures, and local gossip that helps trace the kidnappers out of town.

Corvo, a bearded halfling in a weathered coat carrying rope outside a harbor tavern.03
Dockside Informant · The Sea's Mistress

Corvo

An experienced halfling sailor with a coil of rope. Corvo watches who moves cargo and prisoners after dark.

The adventure / 01

Follow the trail into the jungle

The investigation starts at the inn and takes you through the coastal town. On the way to the estate, choose between a safer road and a shorter jungle route. That decision already affects how the rescue will go.

The adventure / 02

An estate with several ways in

Investigation and tense infiltration are the focus. Explore the grounds, watch the security, and decide how to enter. The adventure gives you enough information to build a plan while leaving the route to your group.

The adventure / 03

After you find your ally

Getting your ally out leaves Emilia's operation behind. Your group can stop at the rescue, expose the facility, or confront its owner. Thorns deals with kidnapping and the systematic theft of prisoners' magic, whether you run it after Amber Tide or start here.

Thorns of Blossomtide shares its world with Amber Tide. Play it as a sequel or as a standalone adventure.

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