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The Curse of Ylem Grav (Adventure)
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The Curse of Ylem Grav (Adventure)

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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.

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Reviews (2)
Discussions (6)
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!
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.
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.
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?
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.
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.
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Product Information
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Pages
19
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File Last Updated:
June 01, 2016
This title was added to our catalog on June 01, 2016.