Three amulets stand between enduring peace and the ascension of the sinister Azarath. Whoever controls them determines the fate of Ederbin. Can your group of adventurers obtain them before the opposition does? Or will evil rise again in the realm of Ederbin. To succeed, you must be able to beat bandits of the wild west in a round of poker, mine for gold while avoiding the notorious sand serpent, and outsmart goblins and orcs.
This module is intended to be part one of a three-part campaign to retrieve each of the three amulets.
What's Inside?
Azarath’s Uprising: The Beginning is designed for players levels 1-5. It is great for new players or those who are looking to start an exciting adventure. It can be modified to accommodate other levels.
This campaign module includes:
8 Part Adventure - With clear DM instructions in organized handouts
13 Maps - Each unique battle map has pre-laid tokens and dynamic lighting
28 Creatures - Each with stats and character sheets
10 Non-Player Characters - With full character sheets and stats
23 Original Special Items - Magical items that can be obtained during play
General Gameplay Cheat Sheet and Basic Adventuring Rules
Quick Guide:
System: D&D 5E
Starting Level: 1-5
Length: Long Campaign
Installation: Campaign Module
Token borders created with the wonderful help of https://rolladvantage.com/tokenstamp/
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)