Dungeons and Dragons – Mystara
Adventures in AC 1018 War in Glantri – Necromancers
Leave and Let Die
Source: The Principalities of Glantri (gaz3)
This adventure was originally part of the Basic Adventures section of Gazetteer 3 – Principalities of Glantri which I modified and one of the changes to be investigated as part of the Wrath of the Immortals storyline.
This features in the following sections:
- Gazetteer – Glantri
- AC 1018 – War in Glantri – Necromancers. To help the war effort you must deal with the Necromancers of Boldavia.
The Original Concept
“A couple of years later, I accepted a position as assistant to the Supreme Judge of the Council. I was in charge of the intelligence branch of the General Constabulary. It often happened I couldn’t resist doing the field work myself, a reason why I was fired some time later.
“As months went by, we realized our branch had been infiltrated and some of our best operatives were being killed. Worse, we had no suspect. When I got involved, though, I had no difficulty finding two tiny holes in the victims’ neck. My first suspect was the Baron of Igorov. How he breached our security was a mystery. Of course, I joined the Igorov mission.
“Sneaking into the tower was tough enough. The place was filled with magical wards and undead horrors. We reached the laboratory and discovered a teleporting device capable of pinpointing a single area in any tower of the nation. That much we understood, but its exact mechanism was still obscure to us. We tried to take parts away to have them studied in our laboratory, but then a crowd of undead creatures broke in. Some we destroyed, others we managed to push into the teleporting device. We never found out where they went… Some runes appeared on the device but they were hard to decipher, something like Balhamdra, Aldambar, Almandra. We never figured it out.
“Anyway, we left the place and blew up the laboratory. The baron never knew what struck him. The fire spread out in the tower and caused great damage. We never heard of the spies thereafter, but I was fired for lack of respect to a noble.”
- Adventure Level: 26-30, Masters (converts to 17 to 18)
- Topic: Boldavian vampires, the Circles of Necromancy.
- Interesting Features: Exploring a deadly necromancer’s tower; a teleporting device linked to many distant places.
- Campaign Hook: Both the necromancer and the owner of the tower the undeads appeared in seek revenge on the “spies.”
It is set after the Glantrian Mini campaign as year 19 at the great school of magic, was the alternate storyline available. Could be run anytime in the seventeenth to eighteenth year in Glantri.
More to be written about the outcome.
(Tier 1 – Introduction 11/46)
(Tier 2 – Investigation 16/50)
AC 1005 (Year 6) – (12/19) – Rheddrian’s Investigation Bureau, Cult (of the Scarlet Moon, of the Valley of Death), 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), Relic Hunter (Dinosaurs)
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)
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Class Builds – Artificer – Bombardier (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), 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)
Floorplans – Thyatian
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