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DnD Adv 1007 Relic Hunter Ionian Gems

Dungeons and Dragons – Mystara

Adventures AC 1007 – Relic Hunter – Ionian Gems

The Ionian Gems

Source: The Emirates of Ylaruam (gaz2)

This adventure was originally part of the Basic Adventures section of Gazetteer 2 – The Emirates of Ylaruam which I modified and one of the changes to be investigated as part of the Wrath of the Immortals storyline.

Ylaruam
gaz2 D&D BECMI Ylaruam

This features in the following sections:

  • Gazetteer – Ylaruam
  • Timeline
    • AC 1007 – Relic Hunter – Ionian Gems. A chance to find a magical treasure.

The Original Concept

The 3rd Century Thyatian mage Macrodorus gave to each of his six most trusted retainers an enchanted gem. These gems have the following powers: healing and ESP (as the extraordinary powers of magical swords, Expert Rulebook, page 60), and spell turning (as with the magical ring, Expert Rulebook, page 62). Those possessing the gems can also speak telepathically with other gem holders at will (range: 1000 miles).

Macrodorus owned the master gem with similar powers, and the further ability to charm the bearers of the other gems at will, thereby insuring their loyalty.

Three of Macrodorus’ retainers perished in the defense of the Thyatian colonies eight centuries ago and their gems were lost. Macrodorus was executed for treason in the 4th Century; his effects were confiscated by the Emperor for the national treasury. The three surviving retainers disappeared to avoid being connected with Macrodorus’ treason.

Recently Macrodorus’ master gem was traced by Polybius, one of the Emperor’s Ministers of Sorcery, and stolen from the Treasury. Polybius is experimenting with the master gem, and hoping to reassert the gem’s power over the bearers of the other gems.

Staging: Three Ylari currently possess the gems: on adventurer (perhaps a PC) who knows the basic powers of the gem and uses them, a sorcerer, lecturer at the University of Ylaruam and member of the Council of Preceptors, who knows the powers of the gem, but does not use them, and the son of an emir, who knows nothing of the power of the gem, which is set in his personal dagger.

Suddenly these three men begin to behave strangely. One disappears. One behaves bizarrely, murmuring of hearing voices, is judged insane and incarcerated. One is accused of treason and imprisoned.

A stranger from Thyatis appears. He claims to understand the mystery of these gems, since he has owned one himself. He tells the story of Macrodorus, Polybius, and the master gem. The gems must be located and destroyed, or Polybius will obtain control of their bearers and bend them to his will.

Unfortunately, the missing gems have disappeared. The stranger is slain mysteriously. The PCs must either locate the gems and destroy them, or, better yet, rind Polybius and destroy the master gem.

This can become a complex web of intrigue, with parties of various motivations and alignments competing to recover the Ionian gems and the master gem. Polybius and the master gem may be in Thyatis, or they may be in Ylaruam with three other gem-bearers.

Details

  • Adventure Level: 4-14, Expert (converts to 6 to 10)
  • Topic: Magical Treasure that is different every year.
  • Interesting Features: A treasure that helps you against fire elementals.
  • Campaign Hook: A chance to delve into the history of the hero.

Note: See Ylaruam Adventures relating to Relic Hunter details.

The Outcome

Not run as part of the campaign.

Can be run anywhere in the second five years of the campaign from year Six to Year Ten, and can be adapted to run at other levels as an ongoing adventure option.

Conclusion

More to be written about the outcome.

D&D Adventures

Introduction: (13/13) – Alfheim, Atruaghin Clans, Broken Lands, Darokin, Ethengar, Five Shires, Glantri, Ierendi, Karameikos, Minrothad, Northern Reaches, Rockhome, Ylaruam

Annual: (6/11) – Atruaghin Clans Ascension, Ethengar Totems, Land of Black Sands, 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), School Assignment (Lupins or Werewolves)

Phase 2
(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)

1006 AC (Year 7) – (6/12) – Mystery (Dinner Assassins, in Radlebb Woods, in Ringrise, in Wendar, of the Dual Memories), Time Travel Castle Amber

1007 AC (Year 8) – (5/16) – Thanatos and the Azcans, Thanatos and the Milenians, Thanatos and the Nithians, Thanatos and the Shahjapurs, 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 – 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)

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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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