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DDAL05-11 Forgotten Traditions (5e)
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DDAL05-11 Forgotten Traditions (5e)

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The origin of runes has long been lost to the majority of sages and wizards, save those with giant blood.

However, with the shattering of the Ordning, the magic of runes has once again emerged into the Realms. Adventurers must delve into a ruined complex beneath the Spine of the World, suspected by SEER to be the birthplace of that arcane tradition.

A Four-Hour Adventure for 5th-10th Level Characters

Also included in the purchase of this adventure is a version specially converted for use with the Fantasy Grounds virtual tabletop software. The converted adventure features all the text and maps from the original adventure along with cross-linking of monsters, spells, magic items, equipment, and story elements, plus the powerful rules automation for which Fantasy Grounds is known.

 
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Reviews (36)
Discussions (8)
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Travis W September 19, 2017 10:00 pm UTC
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Woot, woot! Platinum! Thanks everyone!
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Angelo P August 26, 2017 1:23 pm UTC
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guys, the "Haug, the Hill Rune" is not displaying anything (just empty New Drawing) in the Fantasy Grounds module. It's bugged, can you please fix it?
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Lawrence C May 14, 2017 11:16 am UTC
Do wild magic zones affect magic items?? I see that in 5e dead magic negates all magic entering the area (a change from previous editions) but has wild magic changed to affect activated items like dust, rings or potions??
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Jasmine L May 14, 2017 11:20 am UTC
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Wild magic triggers when you cast a spell. Casting a spell from an item counts (e.g. Ring of Jumping, Staff of Fire, spell scrolls), but activating an item that doesn't cast a spell does not (e.g. Wings of Flying, Bag of Tricks, potions).
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Jasmine L April 24, 2017 8:24 am UTC
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Me getting the Deja Vu quest with this mod:

Runthrough #1: "Oh wait! There were suppose to be areas of unstable weave in this dungeon, weren't there? Whoops!"
Runthrough #2: "Okay, let's put a few little wild magic zones here, a couple dead magic zones here, that might introduce some interesting tactical implications."
Runthrough #3: "Let me just circle a few small areas that will NOT be unstable weave."
Runthrough #4: "THE WHOLE DUNGEON IS A WILD MAGIC ZONE. ROLL 1d100."
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Sam U April 11, 2017 6:39 am UTC
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So, I've read the comments and am preparing to run it at my table. The Boss starts out as a Challenge 10 creature, then adds legendary and lair Actions. I think any group making it through the final challenge should get much higher experience. Should it not be at least a Challenge rating of 13?
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Stephen H January 19, 2017 12:35 am UTC
I was surprised by the finale here. We were a group of 5th level PCs playing the DDAL series and we were no match for our foe. It was horrid. We elected to role play and walked away, giving up everything.
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Curtis G January 19, 2017 12:50 am UTC
And I had a different experience. I ran 7 players with an APL of 6....so we ran at VERY STRONG...and they had NO PROBLEM with the final monster.
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Travis W January 19, 2017 6:23 pm UTC
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It can be a tough fight--especially if you're playing down with fewer group members.
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Jasmine L February 15, 2017 7:39 am UTC
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Some parties may be literally unable to deal any damage at all to the boss because of its various immunities. I'm running it for a relatively low-level group this weekend, and I plan to make use of my DM Empowerment to make an alternative adjustment to the encounter—instead of removing its lair actions, I'm going to take away that one really nasty immunity and replace it with resistance. That oughta give them some hope.
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Travis W February 16, 2017 4:35 am UTC
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I completely support this! The guardian can absolutely be a challenge, it's designed to be versatile and able to adapt to different foes. Mix it up and have fun!
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Francisco S February 20, 2017 11:48 pm UTC
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Are the crystals found in the runes chambers the runes itself? It's not clear for me what the rune described is, and then the treasure mentions a crystal with a magical property.
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Travis W February 23, 2017 5:15 pm UTC
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The crystals are just consumable magic items--akin to potions.
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Aaron D March 13, 2017 1:11 pm UTC
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I just ran this adventure for three level five adventurers. All of the encounters were essentially impossible for them when running at the very weak difficulty. I think that difficulty level needs to be rebalanced a little here. In particular:
Two elementals: The damage resistance was too much, the party just decided to run away.
Hill giants: I didn't include the orog slaves, just two hill giants. They managed to kill them, but with one player death and a whole lot of luck.
Guardian: I don't see how this is even possible to beat due to the damage immunity. Most level 5/6 characters don't have magic weapons. The party decided to escape with the fly spell. I agree with Jasmine's comment below, removing the damage immunities is necessary for very weak parties.
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Curtis G January 10, 2017 8:30 pm UTC
Still preparing this adventure for this weekend...one big editorial problem is plural possessives. I keep seeing factions's and agents's ....you don't need to add that additional "s".
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Travis W January 10, 2017 9:25 pm UTC
PURCHASER
Although it's odd and not widely used elsewhere, Wizards prescribes the use of a possessive s even in words that end in s.
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Curtis G January 10, 2017 9:30 pm UTC
OKIE DOKIE....I have never noticed that before....now I guess I will just have to deal w/ the Jar Jar Binks voice i hear every time I read that :o)
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Travis W January 10, 2017 9:49 pm UTC
PURCHASER
Great, now I'm going to do it.
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Stephen H January 19, 2017 12:38 am UTC
I think it might help Wizards to involve some seriously gifted editors, perhaps tested by their understanding of the apostrophe. You cannot argue that Wizards has a sensible position on apostrophes when we are in the season of Storm Kings's Thunder.
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Curtis G January 19, 2017 12:51 am UTC
I agree with you....but the title on the cover is Storm King's Thunder....only one king...now if there were 2 kings....then it would be Storm Kings's Thunder :o)
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Stephen H January 19, 2017 7:25 am UTC
Hmm, I'm sure the title I've seen on the book had no apostrophe at all, though I see that online the title has been corrected.
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Travis W January 19, 2017 6:16 pm UTC
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The Chicago Manual of Style makes this accommodation.
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Travis W January 04, 2017 3:27 am UTC
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It was my intent to include a full complement of maps with the adventure, but they were excluded due to size concerns. However, I will be posting them as a separate product--completely gratis.
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christopher W January 04, 2017 5:46 pm UTC
PURCHASER
what is the magic cert/items in this module
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Travis W January 04, 2017 9:34 pm UTC
PURCHASER
Spoilers are bad, mmkay?
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THOMAS M January 07, 2017 6:56 pm UTC
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A scroll of detect magic and a potion of healing.
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Curtis G January 10, 2017 8:28 pm UTC
Hey Travis...do these maps include where the dead and wild magic areas are? I am not seeing those marked on the maps in the adventure....though the text on page 9 says that they are.

"These are areas where the Weave has been damaged or divorced completely from the world. They are identified on the map."
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Travis W January 10, 2017 9:50 pm UTC
PURCHASER
That is a holdout to a previous version. It shouldn't really be there. If you keep reading, the sidebar informs DMs that "[t]he areas aren’t defined in the map or the encounter, simply designate one to three areas on the map as being affected by unstable Weave. They should be large enough to present a challenge, but not so large or numerous as to render spellcasting characters ineffective."

In a nutshell, throw a few patches here and there where it will heighten the narrative, but don't go overboard.

I'll see what I can do to get that removed in a future version; thanks for the heads up.
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Steven C February 06, 2017 10:02 pm UTC
Were the maps ever posted? I cannot find them on the site - unless I'm not looking for the right thing?
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Travis W February 06, 2017 10:45 pm UTC
PURCHASER
www.dmsguild.com/product/202160/Deluxe-Digital-Map-Pack-DDAL0511-Forgotten-Traditions
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File Last Updated:
December 22, 2016
This title was added to our catalog on January 03, 2017.