Campaign Dungeons & Dragons Roleplaying

DnD Adv P2 1007 The Day Magic Died

Dungeons and Dragons – Mystara

Adventures in Phase Two – AC 1007 – The Day Magic Died

Start of the Hollow World Cycle

Source: GM

This is a storyline is from the Wrath of the Immortals campaign for the Wrath of the Immortals.

AC 1007 – Day Magic Stopped – Overview

This features in the following sections:

AC 1007 – Day Magic Stopped – Timeline

  • TimelineAC 1007Alfheim
    • The Day Magic Died – The trees of life stopped talking, communicating or protecting the elves, causing much concern in the nation.
  • Still to be Edited
    • (GAZ5) The Ten Mother Trees of Life – A treekeeper needs you investigate the known trees, and to account for the missing tree’s. Something is going wrong with them.
    • (CM7) The Tree of Life – A clan treekeeper needs heroes to investigate the mother tree of life.
    • Tales of the Old Margrave – The Tongue of Derende
    • Tales of the Old Margrave – Grandmother’s Fire
  • TimelineAC 1007Alphatian Empire
    • The Day Magic Died – Portals and communication stones across the Alphatian empire stopped working. This was also the day that all ongoing magical effects ended.
  • Still to be Edited
    • Wrath of the Immortals – Asterius’s Temples Burned – Temples to the god of thieves are burning all over the Alphatian holdings. (Event K – Fall 1004)
    • Airfleet Recalled – The full might of the Alphatian Airfleet is recalled for refurbishment, resupply and staffing.
    • Eldritch Lairs – The Undying Tournament
  • TimelineAC 1007Atruaghin Clans
    • Atruaghin Clans Ascension – Tribal warfare between the Moose Tribe (Horse), Mountain Goat Tribe (Bear Clan), Python Tribe (Tiger Clan), Racoon Tribe (Elk Clan), Sea Lion Tribe (Turtle Clan)
    • The Day Magic Died – The spirits stopped talking, the clans call upon their greatest warriors to help discoverer what they have done to anger the gods.
  • TimelineAC 1007Broken Lands
  • Still to be Edited
    • (HWA) The Missing Goblin Princes
    • (GAZ10) The Raids – Minor sorties are sent into Glantri, Ethengar and Darokin. Villages and farmsteads are targeted.
  • TimelineAC 1007Darokin
    • Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Akesoli (Darokin), Glantri City (Glantri), Selenica (Darokin), Shireton (Five Shires) with services to its employees at each site.
    • Canyon of the Stone Giants – Talks with the Clans of Stone Giants located in Darokin.
    • Council of Darokin – Part 3 – A meeting to discuss how best to assign resources for investigations.
    • Mystery of the Forgotten Dungeon – The cartographer’s guide have opened up a region they have called the Twisted Caverns and later in the year a region they have called Wyrllowwood both under Darokin City.
    • The Day Magic Died – The worst year in recorded history for the merchants of Darokin, blamed on the missing gods and their benefits.
  • Still to be Edited
    • Wrath of the Immortals – The Master Seizes Sind – To the west of Darokin, news arrives of the kingdom of Sind has fallen to the Master of the Desert Nomads. (Event N – Spring 1005)
    • (GAZ11) Orclands – There is trouble stirring and groups are sent to investigate.
    • (X4) Master of the Desert Nomads – A quest to find the leader of an army massing on the edge of the western Darokin border is passed through the Darokin Diplomatic Corp.
    • (X9) Savage Coast – The Cartographer’s Guilds of Minrothad and Darokin have put together a join expedition for a new market and need seasoned explorers to visit this new region.
  • TimelineAC 1007Ethengar
    • Ethengar Totem – Year of the Fowl
    • Land of Black Sands – Annual questor selected by the Great Khan travels to the World Mountain to ask three questions.
    • The Day Magic Died – The gods stopped answering the prayers of the faithful. All the clans gather with the Great Khan at the edge of the black desert.
  • Still to be Edited
    • (GAZ12) The Glantrian Campaign – The Glantrian start to harass the Khans people.
    • (GAZ12) The Ten Thousand Fists – Members of the Khan’s intelligence group are disappearing when entering Glantri, those behind it need to be dealt with.
    • Wrath of the Immortals – Heldanners Attack – Heldannic Knights launch an attack on the Ethengarian clans. (Event J – Fall 1004)
  • TimelineAC 1007Five Shires
    • Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Akesoli (Darokin), Glantri City (Glantri), Selenica (Darokin), Shireton (Five Shires) with services to its employees at each site.
    • Mystery in Ringrise – After the heroes failed to complete their promise to the fire orcs of Ringrise, tensions mount in the region.
    • The Day Magic Died – All the hin masters gether in Shireton to discuss the worst news in their history.
  • Still to be Edited
    • (GAZ8) Brigands in the Backlands – The Black Eagle has sent in more brigands that need to be dealt with.
  • TimelineAC 1007Glantri
    • Rheddrian’s Investigation Bureau – The Knight’s Rivett Inn expands out to Akesoli (Darokin), Glantri City (Glantri), Selenica (Darokin), Shireton (Five Shires) with services to its employees at each site.
    • Bloodline War – Part 1 – The beginning of the war of the bloodline.
    • School Assignment – Guard Duty. While on assignment from the Great School of Magic your invited to serve as temporary guards for his tower by a Prince of Glantri.
    • Test of High Sorcery – Do the characters have what it takes to be declared a Glantrian Wizard, or will they simply be a hedge wizard or dabbler in the arts.
    • Thanatos and the Azcans – Two goblin princes and a senator have gone missing from Glantri and a request for help has been sent out.
    • The Day Magic Died – Many strange sounds are heard coming from Glantri City as the citizens abandon it for a week before returning.
  • Still to be Edited
    • (PC4) The Black Horse – A black horse with silver shod hooves in fighting the werewolves and pushing them back.
  • TimelineAC 1007Ierendi
    • The Day Magic Died – The day when the fleet stopped, and the people wept as their gods no longer heard them.
  • Still to be Edited
    • (GAZ4) The Tunnels – Tunnels under the King’s Castle have collapsed and are in need of brave soul’s to open up a new route to the royal vaults.
    • (GAZ4) Ruce’s Discovery – The ability to see without sight offers a new way to manage the waters of Ierendi.
    • (X6) Quagmire! – A quest to help the city of Quagmire in the Serpent Peninsula has reached the City of Ierendi.
  • TimelineAC 1007Minrothad
    • The Day Magic Died – The Elves and Halfling guilds close up shop and recalled all their guild assets home.
  • Still to be Edited
    • (GAZ9) Ware the Rats! – In the City of Minrothad, a return of Lycanthropes causes a stir.
    • (PC3) The Sea Hag – Rumours lead to a new discovery in the underwater wars.
    • (X9) Savage Coast – The Cartographer’s Guilds of Minrothad and Darokin have put together a join expedition for a new market and need seasoned explorers to visit this new region.
  • TimelineAC 1007Northern Reaches
    • Castle of the Cloud Giants – Talks with the Clans of Cloud Giants located in the Northern Reaches Region of Soderfjord Jarldoms.
    • Cult of the Black Earth – A mysterious cult springing up in the known world seems to have originated in the Northern Reaches.
    • Mystery of the Dwarven Pilgrims – A group of dwarves request aid in a pilgrimage to a holy site.
    • The Day Magic Died – The soothsayers have said the omens for war are not good, and for the first time anyone can remember the raiders have stayed home.
  • Still to be Edited
    • (X13) Crown of Ancient Glory – The Throne of Vestland is in dispute, can you find the heir to the crown?
    • Tome of Beasts II Lairs – Terror at the Mountain Lotus Temple
  • TimelineAC 1007Norwold Region
    • Berg of the Frost Giants – Talks with the Clans of Frost Giants located in the Norwold Region.
    • Mystery at Skyreach Castle – A floating castle has settled near a village in the Norwold Region.
    • Mystery in Wendar – With the loss of their protective Artefact, the elves of Wendar are in a war against the Undead. For the first time in their history they have turned to the Humans of the Heldannic Freeholds for assistance.
    • The Day Magic Died – The dragons are unusually quiet after gathering in numbers.
  • Still to be Edited
    • Rime of the Frostmaiden – Caves of Hunger
  • TimelineAC 1007Rockhome
    • Forge of the Fire Giants – Talks with the Clans of Fire Giants located in the Rockhome Region.
    • Mystery of the Dwarven Pilgrims – A group of dwarves request aid in a pilgrimage to a holy site.
    • The Day Magic Died – The war between the Dwarves and Giants ends suddenly and the Dwarves return home. No one knows why, and it is unclear if either sides was a victor in the war.
  • Still to be Edited
    • (GAZ6) Road of Woe – Building a road along the Darokin Tunnel is failing.
  • TimelineAC 1007Shadowlands
    • Thanatos and the Azcans – The dark elves of the hollow world travel to the surface world guiding travellers to the inner world.
    • Thanatos and the Nithians – Long dormant creatures of worlds core are awake and moving, consuming all in their path.
    • The Day Magic Died – The quiet in the dark, no war, no conquest, no skirmishes, just the quiet before the storm.
  • Still to be Edited
    • (GAZ13) Something Rotten in the Warrens – This is causing pollution in the main water source, and for the people to live it needs to be cleaned up.
    • Out of the Abyss – Mantol-Derith – Trouble in the neutral meeting outpost.
    • The Rise of the Drow – The Scourge of Embla
  • TimelineAC 1007Thyatian Empire
    • The Day Magic Died – The Thyatian Empire recalls all its troops on foreign soil, this is the first year in recorded history that the Thyatian Military has not expanded.
  • Still to be Edited
    • Tomb of AnnihilationFane of the Night Serpent – A hidden temple is unearthed in the Forbidden City on the Isle of Dawn.

AC 1007 – Day Magic Stopped – The Concept

Part One of the Hollow World Cycle. Kicks off on the 1007-03-10. The effects of this day will be felt over the setting for a while to come.

AC 1007 – Day Magic Stopped – The Reveal

Transportation and communication across Alphatia seems to be based on Magic.

  • Magical items took time to recover, common items in a day, uncommon in two days, rare in three days, very rare in four days and legendary in five.
  • Artefacts have stopped working and provide no bonuses. Even the basic functions of the item does not work. Their weight becomes five times what the normal item would be.
  • Gods have stopped communicating with their followers.
  • Secret Crafts have no effect and can’t be used.

AC 1007 – Day Magic Stopped – The Outcome

  • The setting is shocked, fear is felts everywhere and no live births happen for the duration of the missing gods.

Content Updates


D&D Adventures

By Country (3/3) – Glantri, Karameikos, Ylaruam

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)

Patrons: Abundance, Adventure, Aerial Races, Agriculture, Air, Alchemy, Amazons, Ambition, Anarchy, Ancient, Animals, Aquatic Races, Aranea, Architecture, Arctic, Armourer, the Arts, Astrology, Astronomy, Audacity, Authority, Avianfolk, Avidity, Balance, Battle, Bards, Beauty, Beholders, Berserkers, Betrayal, Birth, Blackflame, Boldness, Books, Bravery, Brute-men, Bugbears, Building, Cannibalism, Catfolk, Cats, Cavalry, Centaurs, Chance, Chaos, Charity, Charms, Cheating, Children, Circumvention, Cities, Cleverness, Cold, Communication, Completeness, Con-men, Conquest, Cooperation, Corruption, Courage, Crafts, Craftsmen, Creation, Cruelty, Culture, Cunning, Darkness, Death, Decadence, Deceit, Defence, Defiance, Desire, Destiny, Destruction,

Immortal Titles: Aesirs, Ancient, Celestial,

National Patrons: Alfheim, Alphatian Empire, Aquarendi, Ar, Azcan, Blackheart, Brasolia, Children of Atruaghin, Clan of the (Bear, Elk, Horse, Tiger, Turtle), Cyndicea, Denagoth,

D&D 5E in Mystara

D&D MenuAdventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, 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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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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