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CCCROZK01-01 Binder's Torment
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CCCROZK01-01 Binder's Torment


While attending the first annual Reclamation Day Festival in Phlan, a mysterious book is given to the adventurers, leading them to what appears to be an abandoned print shop west of the city. There they meet a would-be benefactor, who seeks their help in ridding the southern ruins of Zhentil Keep of a growing threat, the Ebon Tide, a group of mercenaries and bandits that are quickly becoming the scourge of the Moonsea.

A 4-hour adventure for 11th-16th level characters.

Binder’s Torment premiered at Origins in June 2017 and Druids & Dragons in July 2017. It is the first part of the Necromancer of Zhentil Keep trilogy.

Maps for encounters and Adventurers League magic item certifications are included!

Find the rest of the trilogy here!
Zhentarim’s Lament
Necromancer’s Ascent

Now includes a map of Zhentil Keep by Elven Tower Cartography.

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Reviews (3)
Discussions (6)
Customer avatar
Igor K April 24, 2019 12:25 pm UTC
Hello! As you've released combined adventure with new rules guidance do you consider updating separate modules?
I have bought them all and would rather not pay twice just for an adjustment.
Customer avatar
Jeremy H April 25, 2019 4:05 pm UTC
Hey there! I'm currently working up a PDF that will be included with Necromancer's Ascent, which is where the additional encounters were added for the hardcover. Binder's Torment didn't get anything new, necessarily, just a visual makeover for the hardcover. :) So if you picked up Necromancer's Ascent, keep an eye out for that addition, since I cannot send out emails to those who bought it...I'll announce it in the Discussion on that page when it is added, however! :)
Customer avatar
Igor K April 25, 2019 4:35 pm UTC
Hi Jeremy, thank you for the reply. I was more concerned about S8 rules adoption, since I'm not clear how monetary prizes in this module work with rule to skip any gold rewards.

I did buy all three modules, so I'll check periodically for news!
Customer avatar
Jeremy H April 29, 2019 3:49 pm UTC
Aha, I see! Unfortunately for all pre-S8 modules that had monetary rewards, the new guidance via the Adventurers League documents is essentially "ignore all monetary rewards". That doesn't change with the POD of the series, the S8 guidance included in the POD is for the magic item unlocks and points gained for treasure and experience. While the monetary awards are still listed, for those playing in AL now, those rewards are simply ignored. The POD includes them for the benefit of those groups not playing AL.
Customer avatar
sharon T May 27, 2018 6:30 pm UTC
I have a huge issue with this module. Played at Con and assumed characters will accept being locked up to rot willingly. Maybe the DM just ran it poorly, but going to offer a deal and response being "okay, give us all your stuff and go climb in a cage" was total BS. Poorly written storyline to not consider how unreasonable it would be, and didn't seem to have any writeup for if characters resist besides "there's more of us". Additionally it had directly conflicting faction missions to be frustrating instead of challenging and ended up cutting some players out of much of the roleplay.
Customer avatar
Jeremy H May 28, 2018 6:05 pm UTC
Hey Sharon! Sorry you had a bad experience with the game session. It definitely isn't written with those intentions, so it is unfortunate it was run in that manner. SPOILERS...If the PCs are defeated, rather than the NPCs murdering them outright (they ARE outlaws, afterall), the characters are to be taken prisoner, and then are released by a spy in the organization, and are led to speak with the leader (the big bad guy). There is not supposed to be a "give up and go rot in jail" option, and it's unfortunate if that is how the DM ran the session.

As far as conflicting faction missions, that IS the nature of some of these factions...while it is not designed to be frustrating, the goal of the missions was the give the players a role playing option of dealing with the bad guy, without having to kill him outright. Unfortunately, not all of the factions have the same intent, and that is reflected in what PCs are asked to do. Having multiple options gives a group more chances to do that,...See more
Customer avatar
sharon T May 29, 2018 7:01 pm UTC
Huh. Seems like something went weird in that part due to lack of clarity, but there were still serious problems with the module. You specifically make one faction fail, then force the failing faction members to go against their mission to help outlaws to help people who refused their offer? NOPE. Poorly written resulting in at least two players staring at the wall for half an hour while the "winning" faction helped their new outlaw friends against the will of the rest of the party. It's POORLY WRITTEN to specifically make characters go against their mission and against their goals. As an AL mission this is even worse, and made for a very poor play experience. I can't support this module being run in my community written specifically to give some players such a bad experience.

Seems like you still could have put more thought into the storyline so all players could participate. Discussing after- The DM had to struggle a lot with character out of the box thinking and a storyline that was linear...See more
Customer avatar
Jeremy H May 30, 2018 3:43 pm UTC
Thanks for the feedback, Sharon.
Customer avatar
Jay M December 31, 2017 6:57 pm UTC
Jeremy, I have Fantasy Grounds modules for all three chapters of this trilogy. You interested in them?
Customer avatar
Kevin L M September 23, 2017 5:04 am UTC
Shouldn't the Diviner's Spell save DC and Spell attack bonus be higher if he has an 18 Int and is a 15 level caster. I would think it should be 8+4(Int)+5(Prof.) = 17 for DC and 4+5 = +9 for spell attack. Unless it is figured differently for encounters than it is for players.
Customer avatar
Jeremy H September 23, 2017 2:33 pm UTC
Hey Kevin! So the Diviner is taken directly from Volo's Guide to Monsters, page 213. The spell save DC is listed as 15. Because it is CR 8, I believe the designers gave it a Proficiency bonus of +3, instead of the typical character level bonus of +5. Check out the Monster Statistics by Challenge Rating table on page 274 of the Dungeon Master's Guide to see what I mean. :D Good catch, though!
Customer avatar
Kevin L M September 23, 2017 11:32 pm UTC
ok, it just seemed strange in my calculations.
Customer avatar
Cody S September 22, 2017 5:58 pm UTC
I understand it's your decision entirely, but why lock the map behind a 'Copper Metal' status?
I feel for $5 per module it should already be included, other 4 hour adventures that are cheaper include all maps; I hope that this does not come off a slight, just an observation
Customer avatar
Jeremy H September 22, 2017 8:50 pm UTC
Hey Cody! Technically, the mods don't even need the map of Zhentil Keep, it would just be kind of a bonus, but also take many, many, many hours to do. The trilogy ran at 5 conventions without the maps, but I thought it would be a cool bonus for DMs down the road. All of the encounters in the module have their battle maps included, just like the other 4-hour adventures you mentioned, so no need to worry there. :)
Customer avatar
Geoff T September 19, 2017 5:46 pm UTC
Wasn't there another adventure set on Reclamation Day?
Customer avatar
Jeremy H September 19, 2017 10:11 pm UTC
Hey Geoff! Not that I know of, but there's a lot of CCC floating around out there, so it very well might be!
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File Last Updated:
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This title was added to our catalog on September 18, 2017.