Wrath of the Immortals Adventures

Dungeons and Dragons 5th Edition

Adventures in Mystara

Adventures in Mystara: Here are the posts about the set adventures I have run in Mystara and how they have turned out. The core of this campaign is the Wrath of the Immortals storyline.

Wrath of the Immortals: The underlying campaign for the setting, with many side quests that characters could access.

By Nationality (Gazetteers)

Adventures in Glantri, Karameikos, Ylaruam

Part 1 – Introduction (Tier 1)

5th Edition (1-4) BECMI (1-3) – Basic Adventures – My Campaign sets these for levels 1-5 (year AC 1000 to AC 1004)

Characters in their tier are still learning the range of class features that define them, including their choice of specialization. But even 1st-level characters are heroes, set apart from the common people by natural characteristics, learned skills, and the hint of a greater destiny that lies before them.

At the start of their careers, characters use 1st and 2nd level spells and wield mundane gear. The magic items they find include common consumable items (potions and scrolls) and a very few uncommon permanent items. Their magic can have a big impact in a single encounter, but it doesn’t change the course of an adventure.

The fate of a village might hang on the success or failure of low-level adventurers, who trust their lives to their fledgling abilities. These characters navigate dangerous terrain and explore haunted crypts, where they can expect to fight savage orcs, ferocious wolves, giant spiders, evil cultists, bloodthirsty ghouls, and hired thugs. If they face even a young dragon, they’re better off avoiding a fight.

Introduction to the setting and the campaign ending with meeting Rheddrian and signing on to his Investigation Bureau. (Tier 1 – Level 1-5)

Campaign Starters
  • Introduction to the Atruaghin Clans (Tue night) – The start of the campaign introducing the Clans, and character backstory.
  • Introduction to Alfheim (Wed night) – A mini campaign introducing the wonder of the elven forest
  • Introduction to the Broken Lands (Wed night) – This is a mini campaign showing life in a city dedicated to one of the Entropic Gods of Mystara.
  • Introduction to Darokin (Wed night) – The last of the mini campaigns leading into the start of the Phase two campaigns.
  • Introduction to Five Shires (Wed night) – A mini campaign learning about the Five Shires and their relationships with other nations.
  • Introduction to Glantri (Wed night) – A mini campaign introducing the Great School of Magic to the setting and conversion process.
  • Introduction to Ierendi (Wed night) – A starting mini campaign exploring life on the islands and in the military.
  • Introduction to Karameikos (Wed night) – The Mini Campaign that launched my Wrath of the Immortals 5E conversion.
  • Introduction to Minrothad (Wed night) – a mini campaign exploring the Island of Minrothad and the Guilds of the region.
  • Introduction to Northern Reaches (Wed night) – A min campaign based around helping a settlement of the Northern Reaches survive its dangers.
  • Introduction to Rockhome (Wed night) – A mini campaign introducing the area around Rockhome and the dwarves relations to other races.
  • Introduction to Ylaruam (Wed night) – Introducing the Arabian Nights region of the setting.
  • Introduction to Shadowlands (NA) – Introducing the lands of darkness.
  • Introduction to Thyatis (NA) – Introduction to the people of Thyatis.
  • Introduction to Alphatia (NA)- Introduction to the people of Alphatia.
Annual Campaign Storylines
  • Atruaghin Clans Ascension – The organised tribal warfare as part of the culture of the Atruaghin. (Starts AC 1000 – Level 1)
  • Black Eagle – Escape.- Forced to escape from a deadly situation by the Black Eagle Barony. (Currently from AC 1000 to 1010)
  • Council of Darokin – An annual meeting discussing the state of the world and the allocation of resources for Rheddrians Investigation Bureau. (Starts AC 1005 – Level 6)
  • Ethengar Totems – Detailing the changing cycle of totems for the Ethengarian people.
  • Explore – Karameikos – Enter into unexplored regions of the nation and return with journals, maps and stories
  • Mystery of the Duke’s Road Massacre (Tue night) an ongoing event yet to be solved with a string of deaths occurring only at the first month of spring dating back to the start of the founding of Karameikos.
  • Mystery of the Forgotten Dungeon (Tue night) – This is the start of an annual adventure series where each year a new level of the dungeon is unlocked for adventurer’s to explore. (Starts AC 1004 – Level 5) (Waterdeep – Dungeon of the Mad Mage)
  • Mystery of the Hidden Kingdom of Dragons (Tue night) – This is a ongoing investigation into the arrival of the dragonborn, and the disappearance of the dragons. (Currently from AC 1000 to 1004)
  • Skirmish at Castallan Keep. – Each year recruits are brought to the keep to push back the tide of goblinoids and orcs. (Currently from AC 1005 to 1009)
  • 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. (Starts AC 1000)
Year AC 1000 – Level 1
Year AC 1001 – Level 2
Year AC 1002 – Level 3
Year AC 1003 – Level 4
Year AC 1004 – Level 5
Part 2 – Investigation (Tier 2)

5th Edition (5-10) BECMI (4-14) – Expert Adventures – My Campaign sets these for levels 6-10 (year AC 1005 to AC 1009)

By the time they reach this tier, adventurers have mastered the basics of their class features, though they continue to improve throughout these levels. They have found their place in the world and have begun to involve themselves in the dangers that surrounded them.

Dedicated spellcasters learn 3rd-level spells as the start of their tier. Suddenly characters can fly, damage large numbers of foes with fireball and lightning bolt spells, and even breathe underwater. They master 5th-level spells by the end of the tier, and spells such as teleportation circle, scrying, flame strike, legend lore, and raise dead can have a significant impact on their adventures. They start acquiring more permanent magic items (uncommon and rare ones) as well, which will serve them for the rest of their careers.

The fate of a region might depend on the adventures that characters of levels 5 to 10 undertake. These adventurers venture into fearsome wilds and ancient ruins, where they confront savage giants, ferocious hydras, fearless golems, evil yuan-ti, scheming devils, bloodthirsty demons, crafty mind flayers, and drow assassins. They might have a chance of defeating a young dragon that has established a lair but not yet extended its reach far into the surrounding territory.

These are the investigative pieces the characters are looking into. (Tier 2 – Level 6-10)

Introduction to Phase Two
  • Rheddrians Investigation Bureau (Tue, Wed and Fri nights) The start of this Tier of play, and how the characters can choose to take part in it. It describes what they are expected to do as part of Phase Two of the campaign.
Annual Campaign Storylines
  • Atruaghin Clans Ascension – The organised tribal warfare as part of the culture of the Atruaghin. (Starts AC 1000 – Level 1)
  • Black Eagle – Escape. – Forced to escape from a deadly situation by the Black Eagle Barony. (Currently from AC 1000 to 1010)
  • Council of Darokin – An annual meeting discussing the state of the world and the allocation of resources for Rheddrians Investigation Bureau. (Starts AC 1005 – Level 6)
  • Explore – Karameikos – Enter into unexplored regions of the nation and return with journals, maps and stories
  • Land of Black Sands – Questors are sent into the Land of Black Sands to ask three questions at the World Mountain.
  • Mystery of the Duke’s Road Massacre (Tue night) an ongoing event yet to be solved with a string of deaths occurring only at the first month of spring dating back to the start of the founding of Karameikos.
  • Mystery of the Forgotten Dungeon (Tue night) – This is the start of an annual adventure series where each year a new level of the dungeon is unlocked for adventurer’s to explore. (Starts AC 1004 – Level 5)
  • Mystery of the Hidden Kingdiom of Dragons (Tue night) – This is a ongoing investigation into the arrival of the dragonborn, and the disappearance of the dragons. (Currently from AC 1000 to 1004)
  • Skirmish at Castallan Keep. – Each year recruits are brought to the keep to push back the tide of goblinoids and orcs. (Currently from AC 1005 to 1009)
  • 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. (Starts AC 1000)
Year AC 1005 – Level 6
Year AC 1006 – Level 7
Year AC 1007 – Level 8
Year AC 1008 – Level 9
Year AC 1009 – Level 10
Part 3 – The Great Wars (Tier 3)

5th Edition (11-16) BECMI (11-25) – Companion Adventures – My Campaign sets these for levels 11-15 (year AC 1010 to AC 1014)

By 11th level, characters are shining examples of courage and determination – true paragons in the world, set well apart from the masses. At this tier, adventurers are far more versatile than they were at lower levels, and they can usually find the right tool for a given challenge.

Dedicated spellcasters gain access to 6th level spells at 11th level, including spells that completely change the way adventurers interact with the world. Their big, flashy spells are significant in combat – disintegrate, blade barrier, and heal, for example – but behind the scene spells such as word of recall, find the path, contingency, teleport, and true seeing alter the way players approach their adventures. Each spell level after that point introduces new effects with an equally large impact. The adventurers find rare magic items (and very rare ones) that bestow similarly powerful abilities.

The fate of a nation or even the world depends on momentous quests that such characters undertake. Adventurers explore uncharted regions and delve into long forgotten dungeons, where they confront terrible masterminds of the lower planes, cunning rakshasas and beholders, and hungry purple worms. They might encounter and even defeat a powerful adult dragon that has established a lair and a significant presence in the world.

At this tier, adventurers make their mark on the world in a variety of ways, from the consequences of their adventures to the manner in which they spend their hard-won treasure and exploit their well-deserved reputations. Characters of this level construct fortresses on land deeded them by local rulers. They found guilds, temples, or martial orders. They broker peace between nations or lead them into war. And their formidable reputations attract the attention of very powerful foes.

The time of The Great War (Tier 3 – Level 11 to 16)

Annual Campaign Storylines
  • Council of Darokin – An annual meeting discussing the state of the world and the allocation of resources for Rheddrians Investigation Bureau. (Starts AC 1005 – Level 6)
  • Explore – Karameikos – Enter into unexplored regions of the nation and return with journals, maps and stories
  • Mystery of the Duke’s Road Massacre (Tue night) an ongoing event yet to be solved with a string of deaths occurring only at the first month of spring dating back to the start of the founding of Karameikos.
  • Mystery of the Forgotten Dungeon (Tue night) – This is the start of an annual adventure series where each year a new level of the dungeon is unlocked for adventurer’s to explore. (Starts AC 1004 – Level 5)
  • Mystery of the Hidden Kingdiom of Dragons (Tue night) – This is a ongoing investigation into the arrival of the dragonborn, and the disappearance of the dragons. (Currently from AC 1000 to 1004)
  • 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. (Starts AC 1000)
Year AC 1010 – Level 11
Year AC 1011 – Level 12
Year AC 1012 – Level 13
Year AC 1013 – Level 14
Year AC 1014 – Level 15
Part 4 – The End (Tier 4)

5th Edition (17-20) BECMI (25-36) – Master Adventures – My Campaign sets these for levels 16-20 (year AC 1015 to AC 1019)

By 17th level, characters have super heroic capabilities, and their deeds and adventures are the stuff of legend. Ordinary people can hardly dream of such heights of power – or such terrible dangers.

Dedicated spellcasters at this tier wield earthshaking 9th level spells such as wish, gate, storm of vengeance, and astral projection. Characters have several rare and very rare magic items at their disposal, and begin discovering legendary items such as a vorpal sword or a staff of the magi.

Adventuring at these levels have far-reaching consequences, possibly determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demi planes and other extraplanar locales, where they fight savage balor demons, and even avatars of the gods themselves. The dragons they encounter are wyrms of tremendous power, whose sleep troubles kingdoms and whose waking threatens existence itself.

The End of the World (Tier 4 – Level 17-20)

Annual Campaign Storylines
  • Council of Darokin – An annual meeting discussing the state of the world and the allocation of resources for Rheddrians Investigation Bureau. (Starts AC 1005 – Level 6)
  • Explore – Karameikos – Enter into unexplored regions of the nation and return with journals, maps and stories
  • Mystery of the Duke’s Road Massacre – an ongoing event yet to be solved with a string of deaths occurring only at the first month of spring dating back to the start of the founding of Karameikos.
  • Mystery of the Forgotten Dungeon – This is the start of an annual adventure series where each year a new level of the dungeon is unlocked for adventurer’s to explore. (Starts AC 1004 – Level 5)
  • Mystery of the Hidden Kingdiom of Dragons – This is a ongoing investigation into the arrival of the dragonborn, and the disappearance of the dragons. (Currently from AC 1000 to 1004)
  • 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. (Starts AC 1000)
Year AC 1015 – Level 16
Year AC 1016 – Level 17
Year AC 1017 – Level 18
Year AC 1018 – Level 19
Year AC 1019 – Level 20
Part 5 – Or is it the End? (Tier 5)

5th Edition (N/A) BECMI (Immortal 1-35) – Immortal Adventures – My Campaign sets these for levels 20+ (year AC 1020+)

This is not a aspect of 5th Edition, and is currently a work in progress.

Converting from BECMI to 5th Edition

This conversion is what I have attempted to condense everything into a 20 level storyline which has since been changed to balloon out to 30 levels.

OD&D 5E D&D
01 to 12 = Same level
13 to 15 = 13th
16 to 18 = 14th
19 to 21 = 15th
22 to 24 = 16th
25 to 27 = 17th
28 to 30 = 18th
31 to 33 = 19th
34 to 36 = 20th

Content Updates

  • 2022-07-21 – Cleaned up to look and linking in the source of the adventures for my own references.
  • 2022-01-26 – Shrunk the lists, added in Adventures in Nation entries.
  • 2021-08-24 – More name cleanup.
  • 2021-08-23 – Cleanup of some of the names.
  • 2020-12-20 – Layout cleanup.
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) – (6/17) – Mystery of the Dying Trees, Thanatos and the Azcans, Thanatos and the Milenians, Thanatos and the Nithians, Thanatos and the Shahjapurs, The Day Magic Died

1008 AC (Year 9) – (0/6)

1009 AC (Year 10) – (0/5)

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)

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