Campaign Dungeons & Dragons Roleplaying

DnD Adv P1 1000 Lord of Lance Rock

Dungeons and Dragons – Mystara

Adventures in Phase One – AC 1000 – Lord of Lance Rock

Princes of the Apocalypse – Trouble in Red Larch

0e-wi-bs2 WRATH
0e-wi-bs2 – Wrath of the Immortals – The Immortals Fury

AC 1000 – Lord of Lance Rock – Overview

This is an adventure taken from Princes of the Apocalypse and adapted to the Mystara setting..

This features in the following sections:

  • Gazetteer – Northern Reaches
  • Timeline – AC 1000
    • Mystery of the Necromancers Cave – A Necromancer is plaguing the area of the Dressiarian Valley in Vestland (Northern Reaches) and needs to be dealt with.
  • AC 1000-02-14 (F) – Mystery of the Necromancers Cave (complete) F03 (Audio Only)

AC 1000 – Lord of Lance Rock – Timeline

  • Timeline – AC 1000Northern Reaches
    • Introduction to Northern Reaches – A min campaign based around helping a settlement of the Northern Reaches survive its dangers.
    • Cult of the Feathergale Knights – A group of airborne knights are seen searching the regions of Vestland.
    • Lord of Lance Rock – A Necromancer is plaguing the area of the Dressiarian Valley in Vestland (Northern Reaches) and needs to be dealt with.
    • Mystery at Nightstone – Part 1 – A settlement under attack from vicious humanoids needs assistance in the Soderfjord Jarldoms.
    • Still to be Edited
      • <-> (GAZ7) Falun Caverns. Investigation of a group of Kobolds rumoured to have taken over a former Gnome settlement.
      • (mdt) We All Start Somewhere – rumours that a black dragon may have returned to the area.

AC 1000 – Lord of Lance Rock – The Concept

This Village of Red Larch is located in Vestland, north of Trollheim in hex Vestland(13-6). This represents 13 hexes to the north and 6 hexes to the southwest. This is also the new site for the Dressarin Valley encounters. Other the the change in location, nothing needs to be changed to make this adventure work. This used the Touble in Red Larch, Into the Wilderness and Necromancers Cave sections.

Characters have been sent to this region by the Great Khan of the Ethengarians due to rumours of a vile necromancer working in this area. As all arcane magic is view with suspician my the Ethengarians (especially Necromancy) they find their way to the remote village of Red Larch and discover they are the source of the rumours.

AC 1000 – Lord of Lance Rock – The Reveal

AC 1000 – Lord Oreoth is a former tribesman of the Ethengarian tribes who chose to practice the forbidden arts of Necromancy and is a relative of one of the investigators.

AC 1000 – Lord of Lance Rock – The Outcome

The characters manage to defeat (kill) Oreioth and stop further undead menaces to make its way onto the Steppes from this direction. They also discover the family connections between the party Ranger, their family and the Necromancy traditions.

Content Changes

  • 2021-08-25 – Changed the name from “Mystery of the Necromancer Cave” to “Lord of Lance Rock”. Updates to layout, menu and added in more content.
D&D Adventures

Introduction: (1/13) – Atruaghin Clans

Annual: (4/9) – Atruaghin Clans Ascension, Mystery (of the Duke’s Road Massacres, of the Forgotten Dungeon, of the Hidden Kingdoms of Dragons)

Phase 1
(Tier 1 – Introduction 11/46)

AC 1000 (Year 1) – (2/8) – Lord of Lance Rock, Relic Hunter (Dragon Hatchery)

AC 1001 (Year 2) – (1/8) – Relic Hunter (Tomb of Moving Stones)

AC 1002 (Year 3) – (3/9) – Business (Bargewright Inn), Cult (of the Feathergale Knights), Mystery (of the Missing Delegation)

AC 1003 (Year 4) – (3/10) Cult (of the Riverguard Keep), Mystery (in Atruaghin’s Palace, of the Iceshield Orcs)

AC 1004 (Year 5) – (2/11) – Cult (of the Sacred Stone), Mystery (in the Silver Sierras)

Phase 2
(Tier 2 – Investigation 16/50)

AC 1005 (Year 6) – (10/17) – Rheddrian’s Investigation Bureau, Cult (of the Scarlet Moon), Mystery (in Aegos, in Sundsvall, in Thyatis City, of the Alphatian Duellers, of the Dead Elf, of the Great Gnome Caravan, of the Magic Mirror, of the Missing Pilgrims)

1006 AC (Year 7) – (5/11) – Mystery (Dinner Assassins, in Radlebb Woods, in Ringrise, in Wendar, of the Dual Memories)

1007 AC (Year 8) – (1/12) – The Day Magic Died

Year 9 – 6, Year 10 – 5

Phase 3 (Tier 3 – War 28), Year 11 – 10, Year 12 – 5, Year 13 – 4, Year 14 – 4, Year 15 – 4

Phase 4 (Tier 4 – Conclusion 7) Year 16 – 3, Year 17 – 2, Year 18 – 1, Year 19 – 1, Year 20

Phase 5 (Tier 5 – tba)

Phase 6 (Tier 6 – tba)

WRATH Campaign

Campaign References: Books, Base Calendar (Darokin, Ethengar, Five Shires, Glantri, Karameikos, Minrothad, Rockhome), Personalities, Transports (Airships, Ground, Ships)

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery

WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)


Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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