Concealed within the caverns that riddle the underbelly of the asteroid city on the Rock of Bral, a gang of plasmoid scoundrels known as the Amoebros have made an unlikely home. But when a deal goes south, and an honorable soldier throws a wrench in their plans, the gang’s lair becomes a cage for the captured veteran. The stage is set for a daring rescue and a chance to uproot a dastardly criminal plot.
A Spelljammer: Light of Xaryxis Expansion - What's this all about?
After arriving on the Rock of Bral in Light of Xaryxis, chapter 4, “A Friend Indeed,” Captain Sartell instructs the party to seek out Commodore Krux for the next phase of their adventure. In the book, Commodore Krux is simply waiting for them at the Happy Beholder. In this adventure, Commodore Krux has gone missing, and the party must embark on a daring adventure to rescue him.
The purpose of this adventure is to give the party more opportunities to interact with the Rock of Bral and its inhabitants as well as to build significant relationships with Krux and his crew. In addition, the adventure introduces a plasmoid gang called the Amoebros to add more depth to the criminal underworld of the Rock of Bral.
As always, it is up to you how much of the content to use. It’s perfectly fine to use some parts of this supplement while discarding others, or simply let the ideas presented here inspire new ideas of your own. This supplement assumes a party of four to six characters of 6th level.
- from the publisher's blurb