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Journey to The Crystal Keep

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Journey to The Crystal KeepPublisher: Dungeon Masters Guild

Journey to the Crystal Keep is an adventure module made for 3-5 1st level characters. It is designed to last a few sessions, roughly 6-8 hours of play. This module is designed with Old-School gaming in mind, plenty of dungeon crawling, dangerous hazards and enemies, as well as puzzles and social encounters that new players and veterans alike will appreciate. This module contains the three pillars of a good D&D adventure, social encounters, combat, and exploration, while providing an excellent start off point for your next big campaign or simply a few games with some friends.

Throughout the module notes are provided as to how to run the module as well as how to make it your own to better enjoy it with friends. There are hand drawn maps included, as well as stats for new weapons and magical gear. This is truly a module designed for players, by players who appreciate what classic gaming has to offer even to this day.

Introduction: Within the small duchy of Almethieu dark forces are coming together in an effort to disrupt the pleasant lives of the towns and villages. With the Duke himself falling ill after an attack on the road by a group of lycanthropes, an antidote is needed to keep him from becoming a lycanthrope himself. The only cure in the area to be found is in the magic wellspring of The Crystal Keep. Rumors and mystery surround this keep and most town folk swear that the old wizard who lived there has turned evil along with his Dwarven knights. With time running short, the duke and his advisors offer great reward for the retrieval of a vial of this magical water. Will the party find the cure to save the duke and these lands? Are rumors true about the fate of the wizard and his Dwarves? Only the bravest and most cunning will succeed.

Price: $5.00

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