The Twilight Tomb (Dungeon & Dragons d20 Fantasy Roleplaying, Forgotten Realms Adventure) [Greg A. Vaughan] on *FREE* shipping on. Product Blurb: Stand Against the Coming Night! Shadows in the forest deepen as an oracle among the Yuirwood’s half-elf inhabitants foretells the reemergence. The Twilight Tomb (D&D module).jpg. Rules required, Dungeons & Dragons, edition. Character levels, 3rd. Authors, Greg A. Vaughan. First published, September The Twilight Tomb is an adventure module for the edition of the Dungeons & Dragons.
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The coming night approaches. Will your PCs stand against the darkness and successfully vanquish it, or will they fall to the Duskwalker?
To learn more about the adventure, please take a look at our two excerpts below. You’ll see the introduction plus a sample encounter for The Twilight Tomb.
The Twilight Tomb
Aglarond is a divided land, its people segmented into three groups: The tangles of the Yuirwood are thick with old magic. Masters of powerful spells, the ancient star elves, or mithral elves, of Yuireshanyaar left behind ruins of all sorts. Twiligght ruins include circles of menhirs, standing stone monuments that bear inscriptions carved in an ancient Elven dialect.
Their magic has faded with the strength of the Yuirwood, but some power remains in them yet. The menhir circles — which are difficult to locate in the forest’s undergrowth — form a network of portals that can be activated by those who know their secret, though many are keyed to star elves. Some allow quick travel across the forest. And a few open into dangerous splinter realms sealed away for reasons that have been lost to the centuries.
As the player characters explore the Yuirwood, their investigation leads deep into the wilderness, where they discover the portal to the forbidden Night Realm. Heroes should advance at least one level during the adventure and perhaps two by its conclusion. As Dungeon Master, you need four books twiilight run this adventure: The following supplements contain descriptions of creatures used in the adventure: None of those books is necessary to use this adventure, because all the relevant information is provided herein.
If you are planning to run this adventure in the Aglarond region, review the information presented on pages of the Forgotten Realms Campaign Setting. In-depth information on the Yuirwood, the relics of the ancient star elves, and the nilshai is provided in Unapproachable East. Otherwise, feel free to modify the adventure to suit a different location.
Paragraphs in italic type should be read aloud to the players or paraphrased at the appropriate times. Sidebars contain additional information for the DM. More than two thousand years ago, star elves lived in the depths of the Yuirwood.
The elf high mages forged a forestwide network of stone circles and then worked a mighty spell through the standing stones that created a demiplane for the star elves.
The star elves raised great glass citadels for themselves and live there still, the masters of song magic and lords of this realm. A star elf thhe Mourel Duskwalker was one such. Corrupt and hungry for power, Mourel sought dominion over all other star elves. He went so far as to marshal evil forces against the main star elf city in a bid for supreme power in Sildeyuir.
Mourel was eventually defeated. That same citadel of glass now serves as his tomb, a sepulcher permanently severed twilkght the larger star elf realm. Unknown to the star elves, Mourel’s tomb retained a tpmb connected to the Yuirwood.
The evil nilshai sorcerer Tolg’byri found and activated this entry. This activity caused the unquiet spirit of Mourel and his servants to be roused against the interlopers. Tolg’byri became a victim of treachery, and the nilshai’s fledgling army is now led tpmb a half-orc named Savera, whose true nature remains a mystery to “his” followers. A malevolent nilshai sorcerer discovered the citadel and unsealed it, intending to use the stronghold as a base to marshal its evil forces.
Worse, Mourel’s twisted experiments have been disturbed by the invaders’ presence, along with Mourel’s unquiet spirit and elements of his vanquished army. The PCs are drawn into this dangerous realm, pursuing their own ends see Adventure Hooks.
Characters can become entangled in this adventure through a wide variety of methods.
The Twilight Tomb – Wikipedia
Four suggestions are provided below. Strange lights and missing travelers in the region give credence to these stories. Other tales claim that the old stone rings lead to abandoned citadels of the star elves. Who knows what treasures lie ripe for tdilight taking in these hidden realms?
Adventurers could do worse than to find the wayward daughter and collect the 2, gp reward. A powerful oracle’s divinations have revealed that Mourel Duskwalker has risen and once again threatens the forest. The half-elves don’t know precisely what this means, but all signs point to some disastrous occurrence if this threat from a bygone era is not stopped.
This hook works particularly well for parties that have one or more elf or half-elf members from the Aglarond area. He was recently hired by a powerful wizard to transport a object of great importance — the Grail of Shargrailar — from a ship in Velprintalar through the Yuirwood to the village of Glarondar.
With a grimace, Tulin admits that he lost the Grail in the Yuirwood near an ancient stone ring.
D&D 3.5e – Forgotten Realms – Adventure – The Twilight Tomb
He’s sure the menhir circle has something to do with the item’s loss, twllight he and his companions knew better than to tamper with one of the ancient constructions. They assumed that a group of well-traveled adventurers might be willing to do so for the right price.
Vaughan The tue night approaches. Preparation As Dungeon Master, you need four books to run this adventure: Adventure Background More than two thousand years ago, star elves lived in the depths of the Yuirwood. Adventure Hooks Characters can become entangled in this adventure through a wide variety of methods. Athenaeum Arcanum EL 8.