Close
Close
Advanced Search

The Curse of Ylem Grav (Adventure)Click to magnify
Quick Preview
/gs_flipbook/flip.php?xml=/demo_xml/184526.xml&w=500&h=324
Full‑size Preview
https://watermark.dmsguild.com/pdf_previews/184526-sample.pdf

The Curse of Ylem Grav (Adventure)

ADD TO WISHLIST >

Story overview: Ylem Grav is an ancient God who's name has been forgotten over the passage of time. As his power waned, he found his very existence being threatened. In order to prevent himself from ceasing to exist, he used what remained of his power to craft a pocket universe that was connected to a cursed magical artifact (the cover illustration denotes a sword, but the artifact can take whatever form you need it to). Those that come in contact with the artifact are transported to his dimensional realm, where their presence increases his strength, and sustains his existence. Those that seek to leave are slain and their souls enslaved in order to become one more barrier between his prison and the freedom of any that find themselves trapped within its confines.

Through whatever means, one of the party members has got their hands on that cursed artifact, and now they must fight their way through the trials in order to slay all of the souls that are giving power to Ylem Grav. Once the souls have been destroyed, Ylem Grav will be weak enough for the players to defeat and end his blighted existence once and for all.

Adventure Design: Although the adventure is a very straightforward path from A to B, there are multiple ways of solving most encounters, and the players have a greater control over their resource expenditure. A conservative player will have a very different experience than a reckless player, but neither are punished for their playstyles.

The adventure is designed to slot into any campaign as easily as you can give your players a magical item. It won't hinder their current adventure at all and will take as much, or as little time as you want it to. It is suitable for players of any level and for groups of any size.

The book also contains rules for advanced squinting.

More from this Author:

Golemancy

12 pages of rules and player options dedicated to crafting golems. Included are standard, automated golems, as well as both piloted golems and gestalt golems that can join together to create a golem of considerably larger size and power than the individual components.

Intelligence Matters

5 pages of new subclasses, rules, feats, and spells; all of which are designed to add value to what is commonly the most undervalued ability in the game.

Vampires

17 pages of rules designed to both make various vampire races a balanced player option, as well as raise the potential of npc vampires in order to make truly terrifying, ancient vampiric villains that rival the gods.

Epic Options

31 pages of rules and player options designed to expand the game from beyond level 20, to infinity.

The Drunkard

A simple 5 page class that offers a playstyle unique to anything available within the player's handbook.

The Disfigured Mage

A simple 5 page class that offers a playstyle unique to anything available within the player's handbook.

Ranger Revised

A simple, free-to-download revision to the ranger class that fixes both all of the balancing concerns as well as the thematic concerns.

pixel_trans.gif
 
 More from this Title's Contributors
pixel_trans.gif
 
 Customers Who Bought this Title also Purchased
pixel_trans.gif
pixel_trans.gif
Reviews (5)
Discussions (7)
Customer avatar
Cameron D January 15, 2021 4:47 am UTC
What happened to you? The last I can see of any activity from you is from 2017... You mentioned how you will add a divine side to the golemancy thanks to the jilted quill but from how it was seemingly never edited more than just after being added to the guild you never got to it... I hope you are doing well as people to this day are still using your additions to create awesome adventures and the stuff you made was very creative and in my opinion very much needed
Customer avatar
Glen C January 19, 2017 10:13 am UTC
PURCHASER
Hey Gerard, would you be able to send me an email please? avatar.ieng(at)gmail(dot)com?

Many thanks.
Customer avatar
Henry G July 21, 2016 4:40 am UTC
PURCHASER
This is a great product! I love the way the adventure balances resting and difficulty, as well as being able to scale to any party size or level. My only problem is that I have a few questions about going back to rest (as there is no description other than the starting flavor text and the rules for losing HP).
1. Can one player go back at a time or does the whole group have to go back at once?
2. On the cases where players are petrified, can they go back and be cured by ylem grav, or are they petrified until cured by someone else?
Just to clarify, I am wondering what you intended, not expecting your answer to be be how every DM would run it.
Also, it would be nice to have a more specific description of the whole resting thing in the product. Other than that, I'm loving it, and so is my group. I will recommend!
Reply
Customer avatar
Gerard S July 21, 2016 11:49 am UTC
CREATOR
I'm glad you and your group are enjoying it! As for your questions:
1. The intention is that a single player can go back at any time without seeking the permission of the rest of the party. Due to it being a timeless state, s/he can go back to rest and revel for as long as they want before rejoining the rest of the party (so they can wait out the 24 hours required before having a second long rest if necessary). Regardless of how much time was spent away, that character would pop in and out instantly - the other players and npcs wouldn't even know that the character went for a rest unless the character mentioned it or returned noticeably more healthy.
2. A character that wants Ylem Grav's help needs to be capable of saying so. A petrified character can't do that, so they wouldn't be able to seek his help. Not that it would matter anyway, because I doubt Ylem Grav would offer that level of assistance. I intended him to be quite happy to feed, converse, and house the characters, but not much more than...See more
Customer avatar
June 21, 2016 5:04 am UTC
PURCHASER
While reading through this module, which I plan to run for some friends as a one shot (and I think it's very well laid out, in general,) I was wondering something. The modifications state to add to attack rolls; is that just to hit, or is that also to damage? Wondering, because I'm prepping for 5 lvl 10 characters (+5 to Attack) and I want to make sure that I get things right. I do intend to change up a few bits from the MM stat blocks, specifically what weapons are being used, but I want to keep true to your intentions.
Reply
Customer avatar
Gerard S June 21, 2016 2:03 pm UTC
CREATOR
The overall rules just modify the to-hit rolls, but the creature entries themselves have individual rules that change their number of attacks or the damage of those attacks when relevant.
Customer avatar
Brett M June 16, 2016 3:58 am UTC
PURCHASER
Hi Gerard

5x level 11 characters. Is this a little too low? 3 of the 5 players are still noobs.
Reply
Customer avatar
Gerard S June 16, 2016 4:13 am UTC
CREATOR
5 level 11 characters will be fine, but the noob factor could be an issue. They could make some really poor decisions that would cost them in the long run. Then again, that is a big part of the fun.
Customer avatar
June 09, 2016 9:14 pm UTC
PURCHASER
So is this something I can do with 5 level 9 characters? I am a little unclear what level this is written for?
Reply
Customer avatar
Gerard S June 09, 2016 11:07 pm UTC
CREATOR
Yes you can do it with 5 level 9 characters. The encounters scale based on the level (and size when relevant) of the party.
Customer avatar
Tristan V June 03, 2016 1:40 pm UTC
Hey, "Ylem Grav", reminds me of the old Ultima games.
Reply
Customer avatar
Gerard S June 03, 2016 11:10 pm UTC
CREATOR
Nice catch! That is actually where I got the name from! I was struggling to find a name for the guy, so I took a break to play some Ultima 7. A spell or two later and I had my name.
Narrow Results
$ to $
 Follow Your Favorites!
NotificationsSign in to get custom notifications of new products!















Product Information
Electrum seller
Community Content
Author(s)
Rules Edition(s)
Pages
19
Format
Original electronic Click for more information
Scanned image
These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

For PDF download editions, each page has been run through Optical Character Recognition (OCR) software to attempt to decipher the printed text. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable. Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background.

For printed books, we have performed high-resolution scans of an original hardcopy of the book. We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. The text is fine for reading, but illustration work starts to run dark, pixellating and/or losing shades of grey. Moiré patterns may develop in photos. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive.
pixel_trans.gif
Original electronic format
These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Also, their file size tends to be smaller than scanned image books. Most newer books are in the original electronic format. Both download and print editions of such books should be high quality.
File Last Updated:
June 01, 2016
This title was added to our catalog on June 01, 2016.