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Journey to The Crystal Keep
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Journey to The Crystal Keep

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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.

 
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Reviews (2)
Discussions (4)
Customer avatar
Alexander C December 21, 2018 6:23 pm UTC
PURCHASER
Hey Dan. Just want to say thank you and the others for sharing such a wonderful adventure. I have yet to play it, but it seems extremely well done and thought out. Admittedly, this will be my first time running or playing a game, and most of the group are newbies as well (but all have a good understanding of the game).

My question is, there seems to be a lot of encounters throughout this adventure, especially if the party gets lost wandering the tunnels. I am wondering what the expected way to deal with such a long journey- should I plan to allow a long rest after the tunnels but before entering the keep? (perhaps at clearing with the firepits). Is a cleric absolutely necessary for a party of 1st levels, or should I plan on having an abundance of healing potions around? Again, I haven't played before, but reading through it I feel the party may be quite exhausted after the tunnels. Any feedback is appreciated, thank you.
Customer avatar
Dan G January 14, 2019 10:46 pm UTC
CREATOR
Hello! I am so very sorry for the late reply! These comments are the kind that I love most of all!

I would recommend that you exercise your best judgment when running the tunnels as a DM to run the combats that you think most effectively create fun; try and build up the kind of mood the players seem to love most of all, whether it be the horror, humor, action, etc. and to do that you would need to utilize the encounters that best do this. Don't forget that you can totally opt out of certain encounters if they may be too much for the party or if the encounters are built in a way that would detract from the fun, such as an encounter that would definitely party wipe or an encounter that would simply drag on for far too long.

I recommend that you help players understand that a good party balance lends to a much more efficient game play, though playing different groups leads to cool group dynamics, such as a team of a rogue, a monk, a ranger, and a bard which might rely on sneaking and conversation...See more
Customer avatar
Jonathan S July 13, 2018 11:04 am UTC
PURCHASER
Just curious are the stairs to the lower level located in the library when there seem to be stairs drawn, because in the room description there are no notes of stairs and nowhere does it mention stairs leading to area 24 (lower levels)
Customer avatar
Dan G August 13, 2018 12:34 am UTC
CREATOR
Hey! Sorry for the late response to this question, but the stairs leading to Area 24 begin in Area 7, which is in fact the library.
Customer avatar
Jason O December 05, 2017 5:19 pm UTC
PURCHASER
So, I notice there is no printer friendly version of this... is it possible to get one?
Customer avatar
Dan G January 22, 2018 1:51 am UTC
CREATOR
Terribly sorry for the late reply! I just posted a printer friendly PDF for you! I hope it helps your printer with its saving throws.

-Dan
Customer avatar
Jason O February 15, 2018 9:31 pm UTC
PURCHASER
Thank you! My group ran through this and liked it quite a bit. The Crystal Keep now stands as a refuge point in our campaign world
Customer avatar
Dan G February 25, 2018 10:19 pm UTC
CREATOR
It’s comments like this that make it all worth the effort! Thank you!
Customer avatar
Clark T January 04, 2017 2:38 pm UTC
PURCHASER
My copy is missing the map image of "Crystal Keep, Ground Floor", on page 50.
Customer avatar
Dan G January 04, 2017 5:15 pm UTC
CREATOR
Hello! Thank you for downloading the module! I am not entirely sure what would cause the map to be missing from your copy, but I'll try reuploading it with a tiny edit to see if it fixes the issue.

-Dan
Customer avatar
Dan G January 04, 2017 6:43 pm UTC
CREATOR
I have posted an update, hope this clears the issue up!
Customer avatar
Clark T January 05, 2017 10:59 pm UTC
PURCHASER
Yep, that fixed it! Thanks tons!
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Pages
54
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Original electronic
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File Last Updated:
January 21, 2018
This title was added to our catalog on January 03, 2017.