Test of the warlords download pdf






















Error: No match for email address or password. Password forgotten? Click here. Advanced Search. CM1 Test of the Warlords Basic. From Wizards of the Coast. Watermarked PDF. Average Rating 10 ratings. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time.

These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. This part of our work will never end. Customers Who Bought this Title also Purchased. Reviews 3. Please log in to add or reply to comments. Alex F. I read older adventure with an eye to convert them into 5e games. This adventure was short, but I loved how it is organzed and a lot of the events are very evocative.

Andrew J. If only Wizards would focus on producing adventures for the 3. Challange high level chracters to set up their domains un [ Dave B. Nice introductory companion level adventure for bringing your PCs into dominion administration. PDF quality is a little faint, but still perfectly readable.

See All Ratings and Reviews. Browse Categories. Rule System. Apocalypse World Engine. BRP Basic Roleplaying. Modiphius 2d Savage Worlds. Product Type. Core Rulebooks. Non-Core Books. Other Tabletop Games. Gift Certificates. Publisher Resources. Family Gaming. Science Fiction. Phone PDF. Virtual Tabletops. Even if attackers invade the city by land, Oceansend residents would still have. Special geographical features Arch of fire Two volcanoes are located near the Icereach Range.

They stand 75 miles apart. A unique phenomenon connects the two volcanoes: the northern volcano is an inflowing vortex from the plane of fire, and the southern volcano is an outflowing vortex to the same plane. Thus, the two volcanoes form a towering "arch of fire" that flows from the north volcano to the south volcano. The arch of fire is visible up to 72 miles away 3 hexes at night, and up to 48 miles away by day.

The arch reaches a height of 6 miles in its center, and forms a tube roughly feet in diameter. The hexes containing the two volcanoes are true wastelands of fire. The land that surrounds each of the volcanoes is relatively flat, and is crisscrossed by flowing rivers of lava. Huge lakes of fire lie at the bases of the volcanoes.

Many small cave mouths dot the rocks that surround the mountains. Although most of these openings lead nowhere, some do connect to fissures deep within the earth. Rushing gouts of steam occasionally scald these caves. Fire giants, red dragons, and a host of other heat-loving creatures occupy many of the caves. The most fearsome residents of these valleys of lava are the huge bands of fire elementals. The elementals spend a great deal of time on this portion of the prime material plane, because it reminds them so much of their natural habitat.

If the elementals encounter characters in these areas, they either slay the characters immediately, or they carry them off to the plane of fire for an uncomfortably warm period of imprisonment. The elementals do take care to see that their prisoners are protected from some of the more extreme features of their environment, however. Wormholes lead out of many of the caves in these areas, and empty into the vortexes that flow into and out of the plane of fire. All of the fire elementals' caves feature these wormholes.

Whirlpool This churning mass of water fills an entire hex in a bay along the northern shores of Norwold. The water surface in the bay is choppy and unpredictable. A strong current. The whirlpool is actually an elemental vortex that flows from the prime material plane to the plane of water. The whirlpool spirals downward until the water reaches the vortexabout feet below the surfaceand then flows out of the prime material plane in a foaming rush. Several water elementals live in the bay, and are accompanied, in winter, by the occasional hydrax.

Characters who venture onto the bay are attacked by a band of water elementals. The creatures try to abduct the characters and carry them to the plane of water. Clanholds of the small folk An "H" on the players' map marks the location of a clanhold. Each clanhold shown on the map represents a halfling clan.

Each of the seven communities is different and has its own leadership and crucible of black flame. The fact that all of the clans are located close to each other has encouraged the halflings to develop together, however. The stronghold of Leeha is the clans' central gathering place. The stronghold is located near the White Bear River. The halflings have excavated huge warrens along the riverbank, so that the members of all the clans may stay in Leeha and have a safe roof over their heads and a warm fire before their feet.

Each individual clan numbers from to 1, halflings. A total of 6, halflings lives in the seven communities. The halflings can muster a force of 1, warriors in times of crisis. Although the small folk try not to become involved in their human neighbors' quarrels, they do not hesitate to band together and defend their homeland against incursions by monsters and other undesirables.

The halflings control passage up and down the White Bear River, which runs between the clanholds. The halflings charge gp for each vessel that passes. The size of the vessel determines the rate.

A number of fine inns, large enough to accommodate humans, are located in Leeha. Without exception, these inns are high quality places, filled with warm food and good cheer.

Frosthaven A huge clan of frost giants lives on this barren island of rocks and ice. Because the island lies so far north, no plants other than mosses and fungi grow on the island.

Icy winds and blizzards sweep Frosthaven three seasons of the. Characters would find this an extremely dangerous place in which to live. The frost giants are right at home, however. They live in a number of huge caverns, which are carved into the ice of the living glaciers. A complicated series of ice tunnels connects most of these caves. Some 6, frost giants live on the island; 2, of them are warlike males. In the dead of winter, ice connects Frosthaven to the shores of northern Norwold.

At least once every 5 years, a huge band of frost giants crosses this ice to raid Norwold. The raiding party usually includes 2, giants; the giants split up into smaller groups if they do not meet resistance. Once the giants have crossed the ice, they spend most of the winter raiding various areas of Norwold. They usually go no further south than the Great Bay, and they try to cross the ice back to Frosthaven by early spring.

The frost giants' vast treasure horde lies deep in the passages of the mightiest glacier in Frosthaven. You may arrange to have characters hear tales of the giants' great wealth. If the characters search for the treasure, they must pass numerous caves full of giants, as well as hundreds of the giants' pets polar bears and wolves , to reach the giants' treasure vault.

The vault holds at least 4 million gp in coins, gems, and jewelry. Wyrmsteeth range This mountain range lies to the northeast of the Final Range. No civilized beings live there, because it is the home of nearly 1, dragons. The range is named for the appearance of the peaks. If characters view the range from the horizon, they see that the main ridges look like the lower jaw of a dragon's mouth, and that the towering pinnacles of rock closely resemble a serpent's drooling fangs.

The lord of the Wyrmsteeth is a huge red dragon HD 23, hp of unknown age. Huge and large dragons of all colors except gold are common in the range, and hundreds of the "small" types make their home here.

Because the lord is extremely smart, it does not lead the dragons on massive raids into the civilized lands of Norwold, plundering and destroying everything in sight. Rather, the lord leads the dragons on short forays, often flying far from the Wyrmsteeth Range before striking, so that the people of Norwold do not become aware of the high concentration of serpents in the range.

Norwold settlers have always known that some dragons live in the range, but most nearby residents would estimate the total number at no more than Nearly all of the caves in the Wyrmsteeth Range are dragon lairs. A large cavern might be the home to as many as 20 serpents. Treasures are also plentiful in these caves.

Small dragons have unusually small treasures, however, since their huge and large brethren get most of the good stuff. To determine how much treasure a small dragon has, divide in half the amount given in the Companion rules for large dragons.

Foresthomes Several dozen elven communities known by various explorers as "Foresthomes" thrive in the forests of Norwold. Neither the king nor his agents are aware of these communities, so they are not marked on the map. You may place an elven village wherever you wish, as long as it fits in with the surrounding terrain.

Each of the communities is home to , elves. When necessary, each community can call up a fourth of its members to form a military force. Elves are usually not pleased to see more humans arriving in their area, but they are wise enough to see that using force to resist the humans would be futile. The elves do not become involved in wars between humans, but they do lend their support when the enemy is an invading band of monsters or other evil creatures.

Most of the elven communities exist in areas where the trees are a mixture of evergreens and hardwoods. Some elves build structures in the tall branches of the hardwoods, while others construct isolated niches among the lush pines.

The elves then build bridges to connect their tree homes. The few meandering paths the elves leave on the ground are almost unnoticeable. A Tree of Life stands at the center of each of these communities.

The elven agriculture consists mainly of a few small gardens. The elves are skilled hunters, and would rather roam the woods for their food. Elves are especially skilled at thinning the old and weak animals from the herds they hunt. Characters may encounter elven hunting parties several miles from an elven community.

Elves have little sense of territory, and rarely come into conflict with neighboring elven communities. Several other highlevel nonplayer characters also arrive in Alpha to meet with the king. Twelve new NPCs are described in this section. Each description includes statistics, weapons, and a brief character background. The former includes NPCs who already have dominions.

Characters are more likely to interact and ally themselves with these characters. The latter includes NPCs who are competing with the characters for dominions. If you have any other NPCs in your campaign that your characters have encountered before, you may bring them to Norwold to compete for. Make sure that these NPCs are about the same level as your characters. Keep in mind that using NPCs is one of the best ways to add life to your campaign.

Including many NPCs helps make the charbecome Ericall's bride, if you wish. The king owns a wide variety of both permanent and temporary magic items.

He uses them only when he feels such use would benefit the kingdom in some way. Use your discretion in determining what types of items Ericall owns. If some unfortunate accident should befall King Ericall during the campaign, a struggle for the throne results.

Lernal the Swill, King Ericall's half-brother, claims that the throne is his, and he tries to raise an army to back up his claim. If the king has married, his queen has the legal right to the throne.

If the king has not married, the empress of Alphatia sends an heir within 2d6 months. An elite bodyguard of knights protects the king at all times. He is not yet 30 years old, but the rigorous training required of Alphatian royalty ensures that he has reached an accomplished level of experience.

Ericall is the second son of Eriadna the Wise, Empress of Alphatia. His older brother is first in line for the imperial throne, so Ericall has been granted Norwold as his fief. Ericall has very good intentions, and wishes to be fair to all. He gets very upset when a decision he made hurts people in any way. Although he is young, his experiences, together with the responsibilities of running a kingdom, are maturing him rapidly.

Ericall is still uncomfortable with some aspects of his occupation, but he does not hesitate to carry out actions that he feels are proper or necessary. Ericall is handsome, rich, and quite eligible. He will be married during the course of events set up in this adventure see the Major Events section. You may have one of the female characters in your campaign. Ericall granted Lernal the dominion of Landfall, mainly because i t ' s far from Alpha.

Lernal is a totally unscrupulous and rotten individual. He never tells the truth if he can come up with a suitable lie. Lernal is a puppet of the Thieves Guild. He hold power only because he can be easily bribed. He keeps a scruffy group of guards on hand, since there are many who wish him ill. He rules the city of Oceansend. He is willing to come under the wing of the kingdom of Norwold, but only if he retains his own title. King Ericall, however, is not yet willing to concede this.

Currently, Ericall and Yarrvik coexist in uneasy peace. King Yarrvik does not side with Ericall in the War of the Crown, although he may side with Thyatis, if characters' forces attack Oceansend see the War of the Crown section, Activating Neutral Forces for details.

Tarn is not the highest level druid in Norwold, but King Ericall has chosen him to be the druidic representative to his court. Tarn speaks for the woodlands and the creatures that live there. He counsels the king to avoid policies that might prove destructive in any way to the forests. Tarn is normally calm and passive, but on the rare occasions when he does lose his temper, people run for cover. Tarn Oakleafs spells have not been listed, because he may cast virtually any clerical or druid spell that he wishes Make sure that if Tarn engages in extended combat, he does not exceed the number of spells allowed for any level.

Assume that Madiera knows any spell that you want her to cast. Make sure, as with Tarn Oakleaf, that she doesn't use more than the allowed number of spells for any level. Madiera is one of the sages of Alphatia. She is not yet accomplished enough to sit on the empire's ruling council, but she is ambitious. Currently, she serves as King Ericall's advisor. She is very conscientious about her job.

Madiera uses a number of magic items in her job, including a slate of identification. She also has many other items that help her obtain information. They have come to request dominions from King Ericall. Make sure that some of these NPCs request the same areas that the characters want see the Land Grab section, Establishing Dominions for details.

Choose Alak Dool's spells before he goes into direct combat with any character. Alak may cast nearly any type of spell within the levels given here. Alak Dool is an ambitious man. He is well-funded by Thyatian backers. Dool's job is to carve out a dominion in Norwold, and then secretly report to the Thyatians on the kingdom's development.

When war breaks out, Dool drops his cover and openly sides with the Thyatian invaders. The Thyatians have promised nearly half of Norwold to Dool for this betrayal, so he works very hard to see that Thyatis prevails. He is, incidentally, an extremely selfish and cruel individual. Sir Ernest Day. This good-natured fellow, who was once a paladin, has decided to settle down and form a dominion. Some people would refer to Sir Ernest as a "goody two-shoes.

Ernest's hearty laugh is very familiar to all who have met him. Sir Ernest is usually doing something "good" helping a maiden across a muddy spot in the road, feeding a lost puppy, or cheerfully tipping a beggar. Rutger Dag. He has made a good fortune adventuring, and now he plans to turn his energies toward settling down and creating a dominion. He enjoys banquets and parties above all other forms of entertainment.

She has grown tired of the lack of respect shown her profession by the mages who control Glantri, so she has moved north to form a dominion of her own. She intends to make sure that proper deference is shown to clerics living in her dominion. Sandralane is a very pretty woman. She has an alluring smile, and a soft, melodious voice. Her long hair and her eyes are jet black. A hint of mystery always seems to be playing on her expression.

He fully expects that one of his descendants will one day rule not only all of Norwold, but all of the rest of the continent as well. In open combat, Max seems a bit cowardly. He is certainly unwilling to take any undue riskshe is well aware that a dead man can father no children! Max listens to the pleas of Thyatian agents with an eager ear.

He sees in the conflict between the two empires a chance to better his position. When the War of the Crown begins, Max commits his forces to the empire of Thyatis. Allisa Patrician. Her short stature and petite appearance belie her skill with a longbow. She stands less than 5 feet tall, but the cool precision of her aim with a bow that is longer than she is attests to her remarkable ability. Allisa has come to Norwold on a lark.

She enjoys a rousing adventure, and if she can gain a title and lands in the process, so much the better. She is friendly, and she takes an oath seriously. Once she pledges allegiance to Ericall, she becomes a staunch ally. Longtooth has come to Norwold to set up a stronghold for his professional colleagues, or so he says. Actually, this smiling, beadyeyed thief is the chief agent for the empire of Thyatis. He tries to befriend all of the characters at different times, and does his best to persuade them to join forces with Thyatis.

Any character who gets on Longtooth's bad side is likely to be visited by a band of high-level thieves in the middle of a moonless night. Although these thieves are looking primarily for magic items, they do not rule out murder, particularly if the character has greatly angered or insulted Longtooth.

Longtooth does his best to make sure that Thyatian spies infiltrate the castles of all lords allied with Alphatia. Even though his operation is quite extensive, Longtooth does an excellent job of covering his tracks.

If a character catches a Thyatian spy in his home, he has a very difficult time linking the spy to Longtooth. The festival is a 2-week affair, featuring plenty of entertainment and refreshments. The king is very concerned that the party be a success, so he has taken extra precautions to ensure that no thieves, spies, or other undesirables disrupt it.

During the first few days of the festival, the king meets privately with each character and NPC interested in claiming a dominion. The characters may choose an area of Norwold that they would like as their dominion see Establishing Dominions for details. In cases where several characters and NPCs have chosen the same dominion, the king uses the tournament to determine which character may rightfully claim the land.

Make sure that some of the NPCs choose the same territories as the characters. This will add conflict to the process. Feel free to add any other conflicts to the festival that you wish. Naturally, high-level thieves would be attracted to such a gathering of wealth. Perhaps even a kidnapping may occur.

You are limited only by your imagination, and by your decision as to how much time you wish to spend on this scenario. Setting the stage Before this adventure can begin, you must motivate the characters to move north into the lands of Norwold. You may give them the following reasons for doing so. The opportunities for adventure in the civilized world the areas outlined in adventure X1, "The Isle of Dread" have dwindled to a mere few. The area has become the starting point for many young, inexperienced adventurers, and there are very few treasures left that haven't been plundered.

To bring this point home, you might have your characters spend some time mopping up kobolds and goblins, and earning dozens of copper pieces for their efforts. You should also tell the characters that a number of messengers are arriving from Norwold, bringing word that the recently installed king there needs high level characters to help rule the vast domain.

The messengers explain that the lands of Norwold are located somewhere north of the Heldann Freeholds. Tell the characters that other accounts place Norwold north and east of Ostland and Vestland. If the characters are still not interested in traveling to Norwold, have personal repre-. These representatives invite the characters to Alpha, the king's city. The representatives explain that the king has heard many tales of the characters' brave adventures, and would be honored if they would serve as rulers of dominions in Norwold.

The messengers or the representatives should also inform the characters of the coming of the spring festival in Norwold. The messengers tell the characters that King Ericall will likely choose many of his dominion rulers at this festival. Make sure the characters receive word of the festival at least 6 months in advance, so they may tie up their affairs and make travel arrangements, if they wish to attend. Getting the characters to Norwold Characters may use any means available to travel to Norwold.

They may leave on a ship to Alpha from any of these port cities: Zeaburg, Norrvik, or Soderfjord. If characters decide to depart from one of these cities, they must wait 2d6 days for a ship. Characters may also charter a ship to Alpha from one of the three cities listed above. The characters may rent a longship for 2, gp. Establishing dominions The king's provisions Any character who is level 15 or higher, and who shows up at the king's palace in Alpha may claim a dominion in Norwold, provided he agrees to the following conditions: 1.

The character must swear fealty to King Ericall of Norwold. The character must pledge to pay the standard rate of taxation on all income earned by the dominion. Because carving a dominion from the wilderness is so difficult, characters are excused from their tax responsibilities for 2 years.

If a character claims a dominion in civilized lands or borderlands, he is not allowed a tax reprieve. The character must solemnly swear that he has no ties to the empire of Thyatis, and that he will report the presence of any Thyatian ambassadors, emissaries, and spies directly to the king. The spring festival Characters should arrive in Norwold in time for the spring festival around March 21 on our calendar.

King Ericall has established the festival as a celebration of the coming of spring to Norwold. The festivities also include a tournament, which the king hopes to use in evaluating candidates for dominion rulers.

Choosing the land Players should choose dominions for their characters from the area shown on the play-. Have players choose on a firstcome, first-served basis. Characters may claim an amount of land equal to one map hex. If a character chooses to have a dominion of civilized lands, he cannot claim any more land. Roll 1dl0 to determine the number of resources his land holds see the Companion rules for details.

When this character chooses one hex, roll 1dl0 to determine the number of resources his land holds. If his land holds fewer than seven resources, the character may choose an adjacent hex of land and roll 1dl0 again for resources. The character may choose adjacent hexes and roll 1dl0 for resources until his dominion holds at least seven resources.

His dominion may hold no more than 12 resources. No matter what title a character goes by, a member of the king's court is always known as a lord.

The king usually requests the presence of all of his lords at court in Alpha twice a year. A rough status does exist among lords. The character having the higher rank has more status. If two characters are in the same rank both are barons, for example , the character holding the most land has greater status.

This measurement of status has little real meaning in your campaign, but you may use it to create rifts or alliances within a king's court. Spring festival; the characters arrive in Alpha to claim their dominions. Summer; the characters explore the dungeons of Kwyll see Norwold Encounter. Autumn; the characters witness and possibly take part in the barbarian's battle see Norwold Encounter 4. Winter; frost giants invade Norwold see Major Events.

Early spring; the characters receive their invitations to the wedding of King Ericall. Spring; the characters may help a dwarven clan regain their Forge of Power see Norwold Encounter 3.

Summer; the characters attend the wedding of King Ericall see Major Events. Late autumn; the characters move to stop a small band of frost giants making raids in their dominions see Norwold Encounter 1. Winter; the characters travel to meet the crones of Crystykk see Norwold Encounter 5. Spring; the characters return to find the empires of Alphatia and Thyatis fully engaged in the War of the Crown. Campaign time scale The events described in this adventure should occur over a time period of 1 to 2 years.

If characters claim their dominions in spring, they have one full summer to develop their lands. You should scatter the events and encounters over the time period, making sure the characters have enough time to develop their dominions. Following is a possible plan for the time period whose events are described in this adventure:.

Joining the king's court Any character or NPC who claims a dominion under King Ericall becomes a member of the king's court. Each character begins his rule as a Baron or Baroness. The Companion rules explain how characters may upgrade their titles by adding land and citizens to their.

Sailing from Alphatia, she arrives in Norwold only a few weeks before the wedding. Although somewhat unsettled by the move to a new land, Christina makes friends easily and has little trouble adjusting. King Yarrvik of Oceansend also arrives during this time, and should be greeted with the fanfare appropriate to his title. Any characters who hold dominions in Norwold find that they lose a great deal of favor with the king if they do not attend his wedding. King Ericall sees to it that all of his visiting lords are put up in fine quarters in the royal palace.

He also arranges to have all of the lords quartered near each other, and reserves a large, fully staffed dining room for their use. The king throws a huge banquet every night of the week before the wedding. Dominion rulers are granted privileged status at the head table during each of the lavish banquets.

If you wish, you may play through one or several of these banquets, using them to expand on characters' relationships with various NPCs. Lernal the Swill, in particular, is very visible throughout the week. His behavior during the banquets should be particularly rude and vulgar. His jealousy toward his brother should also be readily apparent.

Two major Norwold events are detailed in this section. Each event should occur during the time frame of your campaign. Each event is keyed to a specific season of the year, and should occur regardless of the character's actions. Characters need not take part in the events, but each event is designed so that characters may participate in it and possibly affect its outcome. The events also involve a large number of NPCs, so you should take a little extra time to prepare for them. For suggestions on where to place these events in your campaign, see the Campaign Time Scale guidelines in the Land Grab section.

Characters should then have enough time to prepare for the trip to Alpha. It's not necessary to have the king marry the bride described in this section. If one of the female characters in your campaign wants to marry the king, or if you want to have Ericall fall in love with a female character, you may arrange such a situation. The event goes on as outlined, no matter who is standing at the altar.

If you do decide to use an NPC bride, refer to the description below. Remember that most residents of Norwold will not even know who this woman is until the week before the wedding.

The week preceding the event will be devoted to festivities appropriate to the occurrence; thus, your presence in Alpha for this time will be desired. Wishing the Spring blooms soon upon your lands, may the season be a happy one! Ericall, King of Norwold Each of the invitations to King Ericall's wedding is engraved on a thin sheet of platinum.

This gala, high-stepping affair promises to be the social event of the century in Norwold! Have the characters, as well as all the rest of the king's lords and ladies, receive their invitations no later than the winter before the. First level: magic missile, read magic, sleep Second level: detect evil, ESP, invisibility Third level: fireball, fly, haste Fourth level: dimension door, polymorph self, wizard eye Fifth level: conjure elemental, teleport Christina is a very likable, albeit strongwilled young lady.

She has received training from some of the most powerful wizards in Alphatia, and has learned powers that are not often attained by someone of her age. Christina is 19 years old. Christina has a marvelous sense of humor, and a great flair for practical jokes. She often uses her polymorph self spell for such purposes. Wedding week scenarios Agents of Thyatis are crawling all over Alpha during the wedding week. The agents hatch several plots designed to confound and demoralize the leaders of Ericall's dominions.

These agents try to inflict as much damage as possible without revealing any high-placed spies. Two of the plots are detailed below.

You may create and add your own plots to the week's festivities as well. A night on the town: Following one of the week's banquets, the king asks several female characters to escort and entertain Christina for the evening.

You may have male characters escort Christina if you have no female characters in your campaign. As soon as the bride-to-be joins the characters, she suggests an adventure, and tries to persuade her companions to accompany her.

Christina tells the characters that she is going to polymorph into the form of an old sailor and visit Alpha's waterfront. She has. If Christina persuades her escorts to join her, she insists on visiting every tavern, cafe, and store on the waterfront that looks lively.

Because of the bustling nature of Alpha's port, this excursion may take some time. A group of kidnappers shadows Christina and the characters, following them from the palace to the waterfront. These kidnappers are fully aware of Christina's and the characters' true identities.

The kidnappers' statistics are listed below. Dozens of lords and ladies sit at the tables, eating and chatting among themselves. Suddenly, the massive bronze doors to the banquet hall crash inward. Four imposing figures, clad head to foot in black plate mail, stride into the room.

A stillness falls over the room. The sound of eight heavy boots rings against the walls. As the figures approach the king, several royal guards leap for their weapons. King Ericall holds up his hand, stopping the guards. Ericall stands and calmly faces the intruders. The intruders halt. One advances several steps beyond the others.

If you have four warriors bold enough to claim otherwise, meet us on the field of trial at dawn. King Ericall requests that four of his lords represent the queen as champions. The lords should be fighters or demi-humans. Any character may participate in the combat, but the character may not use spells, as this would dishonor the queen. Only the force of arms may settle these duels.

A Chaotic church has ordered the four black avengers to disrupt the king's wedding and weaken his domain. The Chaotic fighters are hoping to lower the status of the king's knights.

If the fighters defeat Ericall's knights, the king suffers a great loss of face. If the wedding is scheduled to go on as planned, and the characters have succeeded at their various tests of the week, read the following boxed text to the players when the wedding begins.

The magic-user can cast up to five spells before combat begins. The kidnappers try to capture Christina or whoever is Ericall's bride-to-be and take her to the dungeon of Alak Dool's stronghold. The kidnappers hold her there, refusing to release her until the king pays a ransom of 1 million gp. The bride should not know where she is being held captive. The black avengers: Begin this scenario during one of the wedding week's evening banquets.

You should upgrade or use an alternative browser. Thread starter Zardnaar Start date Jun 1, Zardnaar Legend. I thought I would start this thread to look at an adventure I suspect most people would not be familiar with. Test of the Warlords is designed to show off a high level character who decides to found a domain, raise an army and basically become a lord. It removes the focus from hack and slash and personal power more towards the political and social side of things, the expert modules were more heavily focused on exploration.

So how does Test of the Warlords stack up. Merric also reviewed it here. There are elements of hexcrawl here and the backdrop is a war between the Empire of Thyatis and Alphatia with Norwold in the middle.

If you are familiar with Kingmaker in Pathfinder the basic idea is not to dissimilar. The game includes several level 15 pregenerated characters which is nice as I doubt a lot of players would have characters of those levels. ACs vary from 14 to 24 in modern terms, the AC 14 wizard has a whopping 32 hit points. Te old scholl balance mechanism, glass cannons. There is a wedding, lots of small encounter, 5 small dungeons and you would probably have to make extensive use of wandering monsters.

SOme example of what you can encounter. AC 19 HD 32 twice as many as the large Dragon Attacks 4 Damage , , , Those low hit point totals start to make a bit more sense now some of these critters hurt. There are also 3 hags packing spells as a level 23 cleric level in 5E terms I suppose assuming 5E PCs are around level You explore, found kingdoms, roll wandering monsters, and then at the end the war starts.

There are several armies scattered around the map and you can presumably engage them piecemeal. And there is a future epilogue with some adventure ideas. So is this a bad or good adventure? IDK to be fair I would have to play it I think and there are things you can't really do in 5E and it is designed for a very different style of game modern gamers might not get.

I did not play a massive amount of high level BECMI back in the day but we did do some silly things like build an army and invade Thyatis in or so.



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