TEXT: 
  S
  omeone is kidnapping krigs, the spider-humanoid
  natives of the Orbea. Despite their off-putting
  appearance, krigs are generally passive, intelligent
  creatures who've helped bring many of the
  Weysevain Coat's cities into the modern era of arc-
  technology. What would make someone or
  something attack the krigs? In this spin-off one-
  shot adventure, a group of adventurers are tasked to learn
  exactly that.
  The Burning Web is a Fifth Edition adventure for 3-5
  characters of the 3rd-level. Time is of the essence in this
  adventure, so there should be an ever-present sense of
  urgency. Otherwise, the story's antagonist could escape before
  the characters are even able to confront them. While much of
  the background and text assumes that the characters are
  involved in the main plotline of the Hand of the Eight, this
  adventure can easily be run as a one-shot adventure playable
  in 2-3 hours. On the same token, while this adventure adds to
  the excitement and story behind Hand of the Eight, it is not
  necessary for the overall plot.
  
  Krigs are the spider-humanoid natives of Orbea. Nearly
  identical, krigs live throughout the continent of Omeria in
  various cities. Of the 10,000 believed to be in existence, only
  2,000 are rumored to live in the town where they originate,
  Orbea. Recently, a group of terrorists known as The Burning
  Web has been kidnapping krigs within their own town. The
  adventure begins when a group of adventurers traveling
  through Orbea witness a krig abduction. After stopping the
  krig's abductors, they discover that the group has been
  working out of a warehouse in the town's seedy Salt Ward.
  There, the adventurers discover that a human sage named
  Ament Leywood (under the pseudonym Titos Barakis) has
  been performing experiments on the krigs. Of course, not
  everything may not be as it seems.
  
  Fifteen years ago, Ament Leywood, his wife, and two young
  daughters moved from Murktown to the town of Jando's Arch
  on the Ghost Holm. Leywood had been invited to work there
  with a group of Knotsider sages to investigate an
  archaeological find on the north end of the island. A month
  earlier, an adventuring group found a series of abandoned
  tunnels that led deep into the Holm. The tunnels twisted and
  turned, terminating at random deadends with little-to-no
  connecting chambers. Von Doral engineers recognized the
  stonework to be at least a few centuries old, but overall, could
  not identify the origin of the tunnels' creators. Within the
  tunnels, they discovered dozens of humanoid corpses, some
  as old as the tunnels themselves. Sages specializing in
  medicine observed that the corpses lacked fatal wounds. They
  theorized the dead humanoids had died of starvation and
  thirst. Additionally, the sages discovered what appeared to be
  discarded insect husks, roughly 3-feet in diameter, at a
  concealed chamber near the center of the labyrinth. Also, the
  chamber had faint traces of radiant energy.
  Before Leywood and the sages could investigate the
  location further, war broke out between northern and central
  Omeria. Jando's Arch, a Knotsider colony and military base,
  and likely a target for central Omerian offensive forces called
  for the evacuation of all of the island's non-essential
  personnel. Leywood and his family were escorted to the
  southern end of the island and put aboard a ship. But as their
  1
  
  ship was leaving the harbor, three Dinzer Condor-class
  aircraft appeared in the skies. The condors dropped fireballs
  on the village and the arch. But then, one of the fireballs
  strayed from its path and hit the deck of the ship carrying
  Leywood and his family to safety. Nearly everyone on board
  died in the explosion, including Leywood's wife and
  daughters. Somehow Leywood survived the blast, blown clear
  of the wreckage. Three days later, Leywood—barely clinging to
  his life—washed up on a beach near a small fishing village.
  The injuries Leywood sustained in the blast blinded him in
  his left eye and impaired the use of his left arm and leg. And
  the loss of his family and his career fractured his mind.
  Leywood became obsessed with the idea that what they
  discovered in the tunnels was somehow connected to the
  Dinzer assault on Jando's Arch. With the war in full bloom,
  none of the sages or leadership in northern Omeria would
  support his claims. Eventually, he left the sage's guild and
  retreated south to study privately.
  In time, Leywood noticed that there was a connection to the
  mysterious krigs of Orbea and the tunnels his colleagues had
  discovered. Although the birthing process of krigs is never
  seen, as large insectoids, it stands to reason they could be
  hatched from eggs similar in size and shape to the ones
  discovered on the Ghost Holm. Furthermore, the Orbean
  Undermaze shares many of the qualities the tunnels had,
  especially their austere and labyrinthine nature.
  Under the pseudonym Titos Barakis, Leywood moved to
  Orbea to follow his conspiracy theory. He believed that the
  Dinzer assault on the Ghost Holm, the death of his family, the
  krigs, and the tunnels were all somehow connected. Leywood
  recruited a group of other disenfranchised Omerians who felt
  there was something amiss with the krigs and their expansive
  political reach. This group of like-minded individuals named
  themselves The Burning Web. Under Leywood's leadership,
  the Web started their research and information gathering out
  of a dilapidated warehouse in Salt Ward. And now, Leywood is
  close to getting the answers he craves.
  
  The characters become involved while they are traveling
  through the town of Obrea on the Weysevain Coast. Walking
  down a Salt Ward street in the middle of the evening, they
  witness an abduction.
  
  Salt Ward is home to Orbea's cluttered docks and
  warehouses. Despite its proximity to the Orbean militia's
  barracks to the north in Shirzosh, the Salt Ward is thick with
  crime. There is not a week that goes by where a body isn't
  found floating face down in Keqrab Bay. Most of the
  warehouses in the Salt Ward are owned by wealthy smugglers
  and merchant houses from all over Central Omeria. They use
  Orbea as a place to store illegal wares. As such, the
  warehouses are heavily guarded by well-paid professionals.
  So brazen are the landlords, they put their clan and tribe
  symbols on the doors of the buildings they own as a warning
  to those who would dare enter: "you steal from here, you steal
  from me."
  The Original Sidequest
  This adventure expands upon the side quest "Put
  the Krig Down" in the fourth chapter of the Hand of
  the Eight adventure path, The Secret of the Book. If
  you choose to run this adventure in place of the
  side quest, you will replace this side quest with the
  section "The Abduction." The original hook has
  been reprinted and expanded upon here for context
  and convenience. 
  Two men in white robes are carrying a semi-
  conscious krig by its arms to a horse-drawn carriage
  30-feet away. There is a third man, also in white, at
  the reins. If questioned, the men explain that the
  krig is sick and that they are taking him to a temple
  to receive medical attention. The krig, through its
  haze, gazes at the characters through its many eyes
  and weakly asks for help. If the characters intervene,
  the men in white robes attack. All three men are
  thugs who work for an organization called the
  Burning Web. The Burning Web believes that the
  krigs are all part of a vast, global conspiracy that
  wishes to take over Omeria by putting krigs in
  positions of power. They were taking the krig to a
  warehouse by the docks (Area 6) to perform
  experiments on it. After they save him, the krig
  thanks the characters, then leaves. If the characters
  decide to get involved, they must go down to the
  docks and find the Burning Web's warehouse.
  
  The following locations are tied to the map on page 3.
  
  The professional police force of Orbea works out of a building
  at the south end of the neighboring Shirzosh district. There is
  a total of 150 full-time militia members operating in Orbea.
  The majority of the militia members are guards, and each
  squad includes a veteran sergeant operating as the squad's
  leader. The captain of the Orbea Militia is a krig who is only
  referred to as The Captain, identifiable by the tasseled
  epaulets it wears (and its proclivity for smoking cigars).
  Although the Orbean militia is often viewed to be somewhat
  ineffectual within the fast-growing town, they can call upon
  the Arruquettan Cords if things get too heinous. Plus, there is
  a reserve of volunteer militia members from neighboring
  villages and towns.
  
  Fresh fish caught in Kreqrab Bay and the Ocean beyond is
  sold here at the Luagru fish market. Because of the way the
  wind travels through the canyons that make up the Maze of
  Orbea, the smell can be somewhat daunting for those
  traveling south through the ward.
  
  From run-of-the-mill weapons, armor, and equipment to
  curiosities from afar, anything and everything can be
  2
  
  purchased at Zik'thath Market. The characters can expect to
  find any magic item of common or uncommon value here, as
  well as the occasional rare magic item, too. Plus, most of the
  vendors are willing to haggle. On the same token, street
  vendors can be incredibly pushy. And with all the commotion,
  theft is common. Like much of Orbea, the presence of law
  enforcement in the market is low. If any is here, they only
  work if it looks like they can collect a "reward" from those
  they save (aka a shakedown).
  
  What originally started as a jest has now become something
  of a tradition. The 400-foot-wide, two-story range of vendor
  stalls that makes up the south end of Zik'thath Market is
  referred to the Temple of Commerce. Built by a Naqqadi
  trader named Ramin Atlasi in the early days of Orbea's
  expansion, gold-painted statues of Atlasi line the columns of
  the building's north-facing veranda. Each morning,
  superstitious merchants operating in Zik'rath leave flowers
  and fruit offerings at the feet of the late Atlasi's idols in hopes
  to bring a day of fortune and high sales.
  
  At the center of Zik'rath stands a 30-foot tall obelisk. The
  obelisk is topped by a replica of the Amazing Clock and is
  attuned to the original in Castlegrasp. Like the one in
  Castlegrasp, this smaller version of the eight-armed clock tells
  time, forecasts weather, and predicts the coming of global
  catastrophes.
  
  Near the mouth of the river, 50-feet above Zheree Falls, the
  Autumn Bridge connects the wealthy Eight Gems Ward to the
  thriving Zik'thath Market. The Autumn Bridge is carved to
  look like one hundred Ditimayan slaves holding themselves
  above the Zheree. Supposedly the design comes from a
  legend of ancient Ditimayan nomads who used each other's
  limbs to create a chain so they could ford the angry river. The
  view of the sun setting over the Omerian from the bridge is
  particularly enticing. It's on this bridge that many travelers
  passing through Orbea fall in love with the town.
  3
  
  
  A steep ramp curves down the side of Sevari Tower into
  Zik'thath Market. Outside of a few choice expletives, no one
  has ever given the "ramp" (more of a cliffside, really) that
  ascends to the plateau at a 70-degree angle a proper name.
  It's climbable, certainly, thanks to steel railings placed at
  regular intervals up the 500-foot high path. But beyond a few
  ropes-and-pulley systems put in place to bring heavy objects
  up, it's nearly useless for delivering goods to the top of Sevari.
  Of course, the business owners atop Sevari prefer it like that.
  
  The most famous casino at the top of Sevari Tower is the
  Long Shadow, a four-story building that hangs over the
  tower's western edge. The minimum deposit at the Long
  Shadow is 1,000 gold pieces. Plus, most games have a
  minimum buy-in of 100 gold pieces. Like most of Orbea's
  casinos, the Long Shadow's most popular game is Banzo. Its
  current Banzo champion is a Knotsider gnome named Felgim
  Trumda. The casino's owner, a devilkin named Prayer in the
  Morning is loved and celebrated (and feared) by all who enter
  the casino's pitch black doors. She also offers a house
  specialty which she extends to anyone short on luck. "1,000 gp
  loan. Due in one hour with ten points on top. Or? You get the
  drop!" In other words, Prayer loans the sap 1,000 gold pieces.
  The loan is to be repaid with a 10% interest on the principle
  in one hour. If the borrower can't pay up, Prayer's pit bosses
  open up a hole in the showroom floor and drop the borrower
  over 500-feet into the Bay below. If the borrower survives,
  they're debt-free. So far, no one has survived.
  Occasionally, people walking by on the Strand (Area 11)
  witness one of these drops occur up close and personal. It's
  considered unlucky to be hit by one of the Drop's "dead
  splashes."
  
  If the Unnamed Ramp wasn't horrible enough, its equally
  devious "twin" clings to the western wall of the Sevari Tower,
  a railing-free 500-foot climb of narrow stairs called The Killer.
  Why the Killer? On average, three to four citizens slip and fall
  to their death every year while trying to climb or descend the
  staircase.
  
  Zaxier Alley runs east-to-west between a collection of
  warehouses right by the water on the southern end of Salt
  Ward. The krig abduction detailed in this adventure happens
  here.
  
  Fifteen feet above the water directly in front of Sevari Tower, a
  narrow, 300-foot-long passage connects the southeastern and
  northwestern sections of the Salt Ward. Although the passage
  has relatively low ceilings thanks to the tower's natural rock
  face, it's wide enough for a carriage to pass through.
  Continual flame lanterns are hung the entire expanse, chiefly
  as a deterrent for criminals who might hide within the
  hollowed out pockets below the tower.
  
  This location is detailed in the Burning Web Warehouse
  section below.
  
  Ament Leywood keeps his small sailing ship, Veracity,
  tethered in the harbor. It is detailed later in this adventure.
  
  The adventure begins as the characters are passing through
  the southeastern section of the Salt Ward. They may have just
  arrived in Orbea via the Keqrab Bay or could be investigating
  leads connected to another adventure. As they walk past an
  alley (see Area 10), read the following:
  Just then, you catch something out of the corner of your eye in
  the alley to the west of you. Turning your head, you see two
  men dressed in white outfits lifting the limp body of what
  looks like a krig, one of the spider-humanoid natives of the
  town. About 20 feet in front of them, at the far end of the alley,
  a third man in white waits by a horse-drawn cart. "Hurry! We've
  only got 15 minutes to get back! Get the damn thing on the
  cart and let's go," yells the driver.
  From the southeastern end of the alley, where the characters
  are, to the northwestern side is roughly 50-feet. The abductors
  —all three thugs—attacked the krig in the alley. Now, they
  hope to load it onto the cart and take it across the Strand (see
  Area 11).
  If the characters call out or rush to stop them, they first try
  to run. If blocked, they fight. Because of the sensitivity
  surrounding krig in Orbea—and the Weysevain Coast in
  general—getting caught attacking a krig often leads to severe
  punishment.
  If the characters stop the thugs, the krig thanks them and
  wanders off. It does not seem talkative but is not rude either. If
  the krig is asked why it was attacked by the thugs, it doesn't
  know. All it knows is that it was accosted by the two men in
  white while it was walking by the alley and then they turned
  their maces on it for no reason.
  Any thugs that survive the encounter can be convinced to
  talk. Although they are dedicated to their cause, they are
  easily intimidated. They explain that they were taking the krig
  back to a warehouse on the northwestern side of Salt Ward
  and even offer the address. When asked why they were
  interested in the krig, they explain that their leader, a man
  named Titos Barakis, is performing experiments on them.
  However they aren't completely sure why. The thugs warn that
  their colleagues are prepared for such events and have
  preparations in place to destroy any evidence and flee without
  getting caught. Finally, they explain that they must all check-in
  each hour on the hour. There is only 10 minutes left in the
  hour (the thugs were already in a hurry when they were
  stopped). If the group doesn't return, Barakis and the other
  members of the Burning Web immediately make plans to
  evacuate (see Plan X).
  
  The Burning Web's warehouse is roughly 500 feet from the
  scene of the abduction. If the characters hurry, they can cross
  the Strand and reach the warehouse in 1 minute. You may
  want to put obstacles in their way to slow them down and
  4
  
  build a sense of urgency and excitement. Examples of
  obstacles are included in the section on Chases in Chapter 8
  of the DMG.
  
  
  If the characters ran across the Strand and out into the open
  without being stealthy about it, chances are the two thug
  lookouts working the front of the warehouse noticed them
  appear. A third thug stands guard at the warehouse's side
  door. While they don't jump to conclusions that the characters
  stopped their friends, it's likely they sense something is up.
  You see the ramshackle warehouse at the corner of the main
  street and the boardwalk. Two men wearing plain clothing
  stand on the loading dock. Their attention is turned towards
  the Strand. A narrow alley runs alongside the building on its
  east side. Twenty-five feet down, a side door leads inside. That
  door is protected by another guard. All three look very anxious.
  If the Burning Web members get the impression that the
  characters are planning to assault the warehouse, instead of
  fighting, they retreat inside to inform Leywood/Barakis. Once
  alerted, Barakis immediately calls for execution of Plan X (see
  below).
  5
  
  Even if the characters try to question the thugs, have all of the
  characters make Charisma (Deception) checks contested by
  the thugs' Wisdom (Insight) check. If the thugs win their
  Insight check against any of the characters, they immediately
  assume that they've been caught. At a minimum, one will try
  to run into the warehouse to warn the others.
  
  The following locations are keyed to the map of the Burning
  Web warehouse on page 5.
  
  As noted above, two thug guards stand watch here. The
  wooden platform in front of the doors is 3-feet off the ground,
  just the right level to unload a horse cart. The sliding doors
  are not locked. They are heavy, however, requiring a character
  to use his/her action to open them (no Strength check
  needed).
  
  A thug guard stands watch here. The thug uses a knocking
  system (three knocks, then two knocks, then three knocks) to
  let the others inside know to let him in. Otherwise, the door is
  locked. A character can use his/her action to break the door
  down with a successful DC 15 Strength (Athletics) check, or
  the lock can be picked with a successful DC 15 Dexterity
  check using proficiency in thieves' tools.
  
  Two thug guards stand on the inside of the door unless
  Barakis has given them the signal to evacuate (see Plan X).
  Depending on the status of Plan X when the characters
  enter the warehouse, Barakis and the other members of the
  burning hands may still be performing experiments.
  At the center of the room, a levitating platform holds an
  unconscious krig 3 and 1/2 feet above the floor. A second
  levitating platform hovers parallel to the krig's, likely where
  the second victim would have been placed. The top of the
  krig's skull has been removed and placed in an ivory surgical
  bowl off to the side. Inside its head is a mess of green and
  purple sinew, its unusual brain.
  Barakis (see the sidebar) is—or was—in the room using a
  ring of mage hand to assist in the procedure, along with two
  Burning Web medical assistance (commoners with
  Intelligence and Wisdom scores of 12 and proficiency in
  Medicine). One of the assistants regularly applies drops of red
  liquid from a vial (a potion of healing) to the krig's exposed
  brain to keep it alive.
  The two medical assistants are non-combatants and
  automatically drop to the floor with their hands behind their
  heads, afraid for their lives. If Barakis is still in the room, he
  immediately flees up the stairs to Area 4 in order to initiate
  Plan X.
  
  Two more thugs stand on the mezzanine surrounding the
  warehouse floor. If Plan X is underway, they use their heavy
  crossbows to cover Barakis and his assistants as they flee.
  
  Barakis' office/backroom overlooks the warehouse floor. The
  walls and desks are covered in notes and schematics detailing
  krig physiology. The hourglass that the Burning
  Web uses to time the abductors sits on top of a small
  bookshelf loaded with medical texts. There is a thug by the
  rear door whose job is to open the door if the correct knock
  sequence is given (see Area 2) and keep an eye on the
  hourglass.
  The storage closet to the side contains cleaning supplies
  and a chamber pot.
  
  Although Barakis doesn't sleep much, when he does, he
  sleeps in this room. In addition to the small bed and armoire,
  there is a safe hidden in the floor. Noticing the difference in
  the floor panels requires a DC 13 Wisdom (Perception) check.
  The panel over it is easy enough to lift off the safe. However,
  the safe is locked and trapped. Any force applied to open its
  door incinerates the contents within. The combination to
  open the safe is 22-13-60. Otherwise, a character can spend 1-
  minute listening and testing the tumblers. At the end of the
  minute, the character must make a DC 20 Wisdom
  (Perception) check. On a successful check, they determine the
  combination and open the safe.
  So long as Barakis didn't remove the contents of the safe
  during Plan X, the characters find his journal (see Leywood's
  Journal), a wand of magic missile, a pouch containing 100 gp,
  and a dull, green gem wrapped in a piece of leather. The gem
  has no value.
  The south window opens into an alley behind the
  warehouse. During Plan X, this is how Barakis escapes.
  
  The moment that the Burning Web suspects that the militia,
  Cords, or even adventurers have caught on to their activities,
  Barakis initiates Plan X. This is the protocol for Plan X:
  6
  
  Medium humanoid (human), chaotic good
  Armor Class 9
  Hit Points 7 (2d8 - 2)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (-2)
  9 (-1)
  8 (-1)
  15 (+2)
  14 (+2)
  9 (-1)
  Saving Throws Int +4, Wis +4
  Skills Arcana +4, History +4, Medicine +6, Nature +4
  Senses passive Perception 12
  Languages Common, Dwarwven, Krig
  Challenge 0 (10 XP)
  Partially Blinded. Ament has disadvantage on Wisdom
  (Perception) checks that rely on sight.
  Actions
  Dagger. Melee or Ranged Weapon Attack: +1 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1 (1d4
  - 1) piercing damage
  
  All schematics, notes, journals, and evidence, including the
  bodies of test subjects, are destroyed. Barakis and the thug
  in Area 4 each carry of a fireball bead (as a necklace of
  fireballs) for such an event. If Barakis has time, he will take
  his journal and other contents from the safe in Area 5 with
  him.
  All members of the Burning Web are to make a tactical
  retreat to the rear of the warehouse and escape either
  through the side door (Area 2) or via the window in the
  back office.
  All members of the Burning Web that aren't caught are to
  retreat to Barakis' sailing boat, Veracity, tethered to the
  dock directly south of the warehouse.
  All members of the Burning Web have drilled on Plan X and
  are ready to execute at a moment's notice.
  
  Being made of mostly wood, the warehouse is extremely
  flammable. If Barakis and the thug from Area 4 use their
  fireball beads to create a fire, the entire building immediately
  catches fire.
  If a creature is in the burning building at the start of their
  turn, they must make a DC 10 Dexterity saving throw to avoid
  the flames. On a failed saving throw, the creature takes 3
  (1d6) fire damage and catches fire. Until someone takes an
  action to douse the fire, the creature takes 3 (1d6) fire damage
  at the start of each of its turns.
  And if a creature is in the burning building at the end of its
  turn, it must make a DC 10 Constitution saving throw to avoid
  smoke inhalation. A creature can hold its breath to avoid
  making this saving throw. On a failed saving throw, a creature
  takes 2 (1d4) fire damage and is poisoned. The creature must
  repeat its saving throw at the end of its next turn. If the
  creature is still in the burning building, it makes this saving
  throw with disadvantage. On a success, the poison effect ends.
  On a failure, the creature falls unconscious.
  Because of the poor condition fo the building, the building
  collapses after 1 minute on initiative count 20 (losing initiative
  ties). Any creature still inside when the building collapses
  must make a DC 15 Dexterity saving throw. On a failed saving
  throw, a creature takes 14 (4d6) bludgeoning damage plus 7
  (2d6) fire damage and is restrained by the rubble. While the
  creature is restrained by the rubble, it takes 1d6 fire damage
  plus 1d6 bludgeoning damage at the start of each of its turns.
  On a successful saving throw, a creature takes half as much
  damage and isn't restrained.
  
  Barakis' small sailing ship, Veracity, is supplied and ready to
  leave into the bay within 5 rounds of evacuating. Using oars,
  the ship moves at a speed of 20 ft. per round on the water.
  Once its sails can pick up wind, its movement increases to 45
  ft. per round.
  
  If the characters find Leywood's Journal in the safe in Area 5,
  the journal contains all of the details from The Burning Web
  section in the introduction. In addition, Leywood's Journal has
  the following information within, detailed below. Only
  Barakis/Leywood knows the information in his journal. The
  other members of the Burning Web don't even know
  his true name.
  "I've now interviewed four survivors who have gone into
  the Undermaze in Orbea and returned. Each one has given
  me the same description of the tunnels. These descriptions
  match the tunnels in Ghost Holm perfectly. Unfortunately,
  no one has witnessed the so-called Matriarch's Lair, if even
  such a thing exists."
  "Today, I spoke with Meros Scarletfoot at the Temple of
  Usteus. He shared something with me no one else has.
  The last time an Undermaze survivor was brought into his
  temple, the survivor had burn marks on his body. But not
  from fire—radiant energy."
  "I theorize that the krigs not only look alike, but they are all
  exactly the same. While they may develop their own traits
  and habits at later stages of their lives—nurture versus
  nature—upon birth they are perfect clones. I hope to
  capture a pair and compare their physiologies."
  "We are two weeks away from the plan. I've secured a
  warehouse in Salt Ward as well as a cart. There are two
  krigs who follow the same routine and walk the same path
  in Salt Ward every day. We will seize these two and bring
  them back to test my theory. If I'm right, this could open up
  a whole new world of understanding."
  "Tonight's the night. One last thought before I prepare: if
  the krigs are all clones of each other, who created these
  clones? What is their purpose? I'm both excited and afraid
  to learn the answer. As always, I do this for you Heather,
  Ailse, and Cassie."
  
  The end of this adventure could go multiple ways. If
  Leywood/Barakis escapes on Veracity, he might turn up in
  later adventures as an important NPC. His knowledge of krigs
  and their unusual nature could play an important role in
  solving some of the mysteries of the Hand of the Eight
  adventure path.
  If Barakis is stopped, he will share his story and purpose
  with the characters, in hopes that they will assist him on his
  mission. Barakis/Leywood's ultimate goal is to enter the
  Undermaze and discover what secrets are held below Orbea.
  With the help of a brave group of adventurers, he just might be
  able to do that. Ω
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DmDave/Buckler December 2019/The Hand of the Eight - Tales of Orbea.pdf