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THE DUNGEONS OF BELAR - MODULE A2

PDF SAMPLE

DUNGEON ADVENTURE

CREDITS

Design and Development: Epic Quest Publishing, LLC

Co- Designer: Kyle Windsor

Illustrator: Andres Canals

Editing: Hanna Riddle

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See Paizo.com/pathfinderRPG

for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing,

LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See Paizo.com/pathfinderRPG/compatibility for more information on the

compatibility license.

The Dragonwars of Trayth- The Dungeons of Belar Copyright 2011,2014 Epic Quest Publishing, LLC. All Rights Reserved., Open Game License Copyright

2010 Wizards of the Coast. All rights Reserved.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not

Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork,

and trade dress as well as all other descriptors listed in the OGL section 1(e). (Elements that have previously been designated as Open Game Content are

not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as

defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be

reproduced in any form without written permission.

This sample includes a variety of pages to better show the overall content of our products.

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TREASURE- (Total) 86 s.p., 45 g.p., Potion of Water

Breathing.

A- Cleric

Secret Doors (DC17), Locked (DC17)

The secret doors are hidden in the brick work. They push in then slide up.

The room smells of rotting offal. In the center of the room is a stone table covered in blood with a bloody sword and iron tongs on it. The wall on your left has a table with alchemy equipment. The far wall has shelves of potions, a small stone desk and a warden pit. The wall to the right contains a cage within which is some sort of humanoid creature Four robed humans scurry for their weapon and turn to attack.

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The humanoid creature is a merchant from Vallon. He will

beg the group to kill him to end his suffering. He has been

transformed into a humanoid/arachnid and has two extra

spider like appendages emerging from his spine. Half his

face is arachnid-like with spider eyes and a single

mandible which makes it hard for him to speak.

If questioned, he can tell the group that many humans

have been in this room to be experimented on by the

clerics. Most of them die. Some start to transform when

they are given some weird liquid while others have spider

parts grafted onto their human bodies.

As he is talking, the group will notice that his skin is still

morphing and after an hour he will grow two more spider

legs from his spine.

He tells the group he was in the city of Sumoth near the

border of Vallon and Rymah when Orcs raided the city. It

was about two months ago, and he was captured and

eventually traded to a Tiefling rogue who tried to trade

him in many cities of Morgus. When a Pit Fiend bought

him they sent him here to be locked in the citadel until

they came yesterday morning and did this to him.

He will plead with the group to be killed. If the group kills

him, it creates a dilemma for the group for which they

have no way of knowing.

The experiments can be reversed once the group has the

Book of Ritual Transformation (Level #2 Room #28).

When the group finds the princess she is partially

transformed and the ritual must be tested on a willing

subject before it can be used on her or else it may make

her worse or kill her.

If the group kills off all the transformed captives they will

not have any to test the ritual on and thereby return the

princess to her normal state. Another chance to obtain

transformed captives will occur in the next module "THE

BLACK MARSHES OF THRALLAG "(A3) but anyone there

will have to be captured and brought back out of enemy

lands to Vallon where the test can be performed.

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The plain hallway has a single door at the other end. A well worn path is evident between the doors.

You see a very large open room that is completely empty.

CRUSHING WALLS

Perception (DC26); Notices scratches (DC26); Concealed lock over door (DC31), Notice pressure plate (DC20, 10 once triggered) Disable Device (DC20, DC10) (Will be covered by wall in 1rnd) Type- Mechanical

EFFECTS

Trigger- Pressure Plate Effect- Walls move in 1sq/rnd from left and right. Will crush any in between 2d8dmg/rnd. (DC20) Str check to prevent crushing increase DC by 1/rnd max 25. Can push back 5' with a check result 5 higher than the DC.

13

COVERED PIT

Perception (DC25); Disable Device (DC20) Type- Mechanical

EFFECTS

Trigger- Touch of 50lbs or more Effect- 2d6 falling damage. Reflex (DC20) to avoid falling. The bottom of the pit contains many

skeletons and one is only a few hours old.

It appears to be one of the Belarian

guards. A close examination shows no

wounds, no weapons and no coin.

Knowledge Nature (DC20) will reveal the

smell of poison among the smell of decay.

PUSH PLATE

Perception (DC25); Disable Device (DC25) Type- Mechanical

EFFECTS

Trigger- Touch of 50lbs or more Effect- All in the square get pushed 5' in the direction of the arrow. The secret door automatically opens and then shuts and locks. Secret door is sound proof.

Once triggered, the east and west wall begin to move toward the center of the room, grinding across the floor at a walking speed.

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A- Cleric B- Duergar Defender C- Duergar Rogue D- Hellfighter

This short hallway has a door on the

opposite wall and another on the far right

wall.

The double doors open to reveal a large 50' x 40' room. The

floor is red marble with a 10' wide path of crushed polished

garnets leading up to a 5' staircase before a purple marble

platform. The platform is adorned by a large stone throne

flanked by two ornate tables. They are in front of a large 10'

tapestry depicting Asmodeus winning a battle vs. four gold

dragons.

There is a large burning brazier to the left and the right of

the platform. To the left and right of the path, there is a

pillar from the floor to ceiling which is 15' up. On the left

and right walls there are fancy wooden tables flanked by

blue banners with the sign of Asmodeus on them. Two

clerics, three Duergar and a Hellfighter occupy the room.

This room is where they bring captured prisoners for

judgment. They are always found guilty and executed.

Any entering without guards will immediately be

attacked. The secret door behind the tapestry is

Perception (DC 20) to detect.

COVERED PIT

Perception (DC25); Disable Device (DC20) Type- Mechanical

EFFECTS

Trigger- Touch of 50lbs or more Effect- 2d6 falling damage. Reflex (DC20) to avoid falling.

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BATTLE GHOST

NE Medium undead

Init +6; Senses darkvision 60 ft.; Perception +0

DEFENSE

AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 Shield)

hp 35 (3d8+9)

Fort +4, Ref +3, Will +3

DR 5/bludgeoning; Immune cold, undead traits

OFFENSE

Speed 30 ft.

Melee Longsword +8 (1d8+4)

Special Attacks – Battle Visions

STATISTICS

Str 18, Dex 14, Con —, Int —, Wis 10, Cha 16

Base Atk +3; CMB +7; CMD 19

Feats Weapon Focus (Longsword), Improved Initiative

SPECIAL ABILITIES

Battle Visions (Su) – When the Battle Ghost is killed it will cause the one who killed it to have visions of the ghosts past battles. It may also impart valuable information relevant to the one who freed it from a ghostly existence.

ZARIA KERRAN- TIEFLING ROGUE

LE Medium outsider (native)

Init +5; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex)

hp 80 (8d8+16)

Fort +4, Ref +11 (evasion), Will +4

Defensive Abilities evasion, improved uncanny dodge; Resist cold 5, fire 5, electric 5

OFFENSE

Speed 30 ft.

Melee Masterwork short swords +10/10/7/7 (1d6+3/19-20)

Ranged +1 Lt. Crossbow +11/6 (1d6/x3)

Special Attacks sneak attack +4d6

Spell Like Abilities (CL 8)

1/day: Darkness

STATISTICS

Str 16, Dex 20, Con 14, Int 10, Wis 14, Cha 10

Base Atk +6; CMB +14; CMD 24

Feats Weapon Finesse, Two-Weapon Fighting, Double Slice, Improved Two Weapon Fighting Skills Acrobatics +13, Bluff +8, Climb +11, Intimidate +8, Perception +10, Sense Motive +10, Stealth +13, Swim +11 Languages Common SQ rogue talents (fast stealth, slow reactions, weapon training (short sword), stand up, improved uncanny dodge Treasure Studded leather, Masterwork short sword x2, +1 Lt. Crossbow, 156 g.p

BANDIT

LE Medium humanoid

Init +7; Senses low-light vision, scent; Perception +8

DEFENSE

AC 17, touch 13, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)

hp 33 (3d8+9)

Fort +4, Ref +6, Will +4

OFFENSE

Speed 30 ft.

Melee short sword +6 (1d6+4/19-20)

Ranged longbow +5 (1d8/x3)

STATISTICS

Str 18, Dex 16, Con 16, Int 10, Wis 16, Cha 6

Base Atk +2; CMB +6; CMD 19

Feats Dodge, Improved Initiative Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Perception +8, Sense Motive +8, Stealth +8, Swim +7 Languages Common

Treasure Studded leather, short sword, longbow

M1

PDF SAMPLE NOTE- Each Dragonwars of Trayth Module has a removable Monster section for ease of use and maximized playability.

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CLERIC

LE Medium humanoid

Init +2; Senses Perception +8

DEFENSE

AC 17, touch 12, flat-footed 15 (+4 armor, +1 Shield, +2 Dex)

hp 10 (1d8+2)

Fort +4, Ref +2, Will +6

OFFENSE

Speed 30 ft.

Melee Morningstar +3 (1d8+3)

Spells (CL 1) – Bane, Protect From Good

STATISTICS

St 16, Dx 14, Cn 14, In 10, Ws 18, Ch 16

Base Atk +0; CMB +3; CMD 15

Feats Selective Channel

Skills Spellcraft +4, Perception +8

Treasure Morningstar, Chain Shirt, Buckler

SPECIAL ABILITIES

Chanel Positive Energy (Su) – 6 uses/day. As the cleric ability, this heals living targets for 1d6 hp.

A

HELLFIGHTER

LE medium humanoid, half-devil

Init +2; Senses Perception +7

DEFENSE

AC 19, touch 12, flat-footed 17 (+6 Armor, +1 Shield, +2 Dex)

hp 24 (2d10+4)

Fort +5, Ref +2, Will +0

OFFENSE

Speed 30 ft.

Melee Longsword +6 (1d8+5)

Range Longbow +5 (1d8)

STATISTICS

St 16, Dx 15, Cn 15, In 12, Ws 10, Ch 10

Base Atk +2; CMB +5; CMD 17

Feats Weapon Focus: Longsword, Weapon Specialization: Longsword, Weapon Focus: Longbow

Skills Perception 7

Treasure Longsword, Chainmail, Buckler, Longbow

DESCRIPTION

Hellfighters are humanoid half-devils with horns coming from the temples of their skulls. Much like Tiefling but with larger horns and reddish skin.

STELLAURIAN FIREDRAKE

N Large animal

Init +5; Senses low-light vision, scent; Perception +9

DEFENSE

AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)

hp 48 (4d8+16)

Fort +8, Ref +7, Will +3

OFFENSE

Speed 30 ft., climb 30 ft.

Melee bite +8 (2d6+5), tail +2 (1d8+2)

Space 10 ft.; Reach 5 ft.

STATISTICS

St 21, Dx 13, Cn 19, In 2, Ws 14, Ch 10

Bs Atk +3; CMB +8; CMD 19(24 vs.trip)

Feats Wpn Foc (Bite), Impr Init, Lightning Refl, Skill Focus (Percep)

Skills Climb +11, Percep +9, Stealth +6;

SPECIAL ABILITIES

Fire Belch (Ex) – Can launch a fireball hitting a target within 60 feet for 1d6 fire damage and sets the target on fire burning them for 5 fire damage/round for 3 rounds. Reflex save DC 12 to half and prevent the ongoing damage.

Fire Burst (Su) – A wave of fire rolls out from all sides of the Firedrake hitting all targets in 10 feet. Targets hit take 2d6 fire damage and an ongoing 5 fire damage for 3 rounds. Reflex save DC 12 to half and

prevent the ongoing damage.

B

C

CLERIC

LE Medium humanoid

Init +2; Senses Perception +8

DEFENSE

AC 17, touch 12, flat-footed 15 (+4 armor, +1 Shield, +2 Dex)

hp 10 (1d8+2)

Fort +4, Ref +2, Will +6

OFFENSE

Speed 30 ft.

Melee Morningstar +3 (1d8+3)

Spells (CL 1) Level 1 – Bane, Protection From Good

STATISTICS

Str 16, Dex 14, Con 14, Int 10, Wis 18, Cha 16

Base Atk +0; CMB +3; CMD 15

Feats Selective Channel Skills Spellcraft +4, Perception +8

Treasure Morningstar, Chain Shirt, Buckler

SPECIAL ABILITIES

Chanel Positive Energy (Su) – 6 uses/day. As the cleric ability, this heals living targets for 1d6 hp or damages undead for 1d6 damage. DC 14.

A

M4

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Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress as well as all other descriptors listed in the OGL section 1(e). (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Core Rulebook is published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Society, Pathfinder Chronicles, Pathfinder Modules, and Pathfinder Companion are trademarks of Paizo Publishing, LLC. © 2009 Paizo Publishing. All artwork depicted herein is copyrighted or used by license by Epic Quest Publishing, LLC 2011-2014 all rights reserved and may not be distributed or duplicated without written permission.

65

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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(h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content you indicate your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this license, the contributors grant you a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. 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You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless you have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for you to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then you may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if you fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. “The Dungeons of Belar”, “Dragonwars of Trayth- Bastions of Evil”, and “Dragonwars of Trayth- Realms of Hope”, “Dragonwars of Trayth- Cities of Kadar” are all Copyrighted 2011, 2014 Epic Quest Publishing, LLC. All rights reserved. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more

information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are

trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for

more information on the compatibility license.

Pathfinder and associated marks and logos are trademarks of Paizo Publishing, LLC, and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game

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3.5 OGL COMPATIBLE

PDF SAMPLE

MODULE – A2

For 3rd and 4th level characters

The Princess of the country of Vallon is missing. Taken from her own throne room where she was reigning in place of her missing father. The group is called upon by the high priest of Illera to find her and prevent the invasion of the kingdom.

The group must brave the enemy territory of Morgus where the arch-devil, Asmodeus, has taken that kingdom and infiltrated the fortress city of Belar. It is believed the Princess is there and is about to become the latest victim in experiments that turn demi-humans into draconic abominations.

MEGA DUNGEON The Full Printed Version of this Module Contains

Two full dungeon level maps, 1 continent map overview, 1 continent map close-up, 1 country map, 1 fortress map, 2 settlement details, 3 new artifacts, 81 dungeon rooms and over 40 encounters and traps all of which is in full color. Plus easy to use Removable Monster, Magic Items, and Dungeon Map.

The second module in the Dragonwars of Trayth adventure series. Ideal for 3 to 6 players. Each of the 25 modules in the series can be played individually or as part of the Epic Quest that takes players from 1st to 30th level of experience.

For more details about these products, future modules, and events visit our website www.dragonwarsoftrayth.com