Izral Adventures - Keepers Of The Keys

i want 
i have 
Description

An Incarnate that remains hidden since the ritual of Angnamer and nobody has ever seen. An ancient order of warrior monks. A fortress full of arcane secrets, which is also one of the biggest libraries in Izral. And an accursed girl ready to set it all on fire. The Keep of Secrets governs a small region of Gûr, the eastern land of the keepers. Andira, a girl afflicted by a curse that makes her burst into flames in explosive and violent episodes, knows that the solution to her problems lies in an old tome, kept deep inside a fortress of the keepers, the Order of the Unknown, the ruthless rulers of Gûr. Will you aid her in her quest? The mystical order will protect their secrets with blade and magic. Will you learn the horrible truths behind their doors, or will you fail to beat the Keepers of the Keys?

This is a dark-fantasy and horror 5e module set in the world of Izral and designed to be played by four to five characters of level 5. It serves as an interlude between other adventures and can easily be inserted into a bigger campaign. It features a lot of information and lore about the setting of Izral, so it is heavily recommended as an addition to campaigns for players that wish to expand on their knowledge of the dark, nightmarish nature of this world.

Adventures in the world of Izral are all fully compatible with the 5th edition of Dungeons & Dragons. A pdf document, maps and stat blocks are included for you and your friends to bring all the grimness and epic of Izral to the party, and each adventure is also associated with a high detail bundle of miniatures to bring the action to the table (for this adventure’s set, you can go to [link?]). 

Overview of the adventure:

Part I: Where They Meet the Fire Possessed

In this chapter the players will make contact with Andira, who is seeking help in the tavern of a small village nearby. They will experience by themselves the dangers that go along with the young girl —dangers both from outside and from within— when she confirms the locals’ prejudice by setting half the place on a wildfire.

Part II: Where They Assault the Keep

In this chapter is where the Keep of Secrets is detailed and its contents laid out for the exploration of the players.

Part III: Where Knowledge Is Given a Price

At the heart of the fortress, in the High Library at the top of the main tower, they will have to decide whether they save Andira or they save the Vessel of the Truth, another innocent girl that must die in order for them to read the tome Andira needs.



Similar sets