Forces of evil are stirring in Tinar. Groups of mercenaries gather from all corners of the world and answer the call of the Necromancers, death mages who seek to bring all of Naessa under the sway of the Bent One. One such army of mercenaries has pillaged its way across northern Tinar destroying villages, holy places and terrorizing citizens. Led by Revnish, a cruel and intelligent tactician, the Black Skulls have made their way the Red Keep, an ancient set of fortresses suspended above the dry river Naris.
Lord Melzarchus, steward of Biefrest, has looked the other way as the mercenaries have traded with city’s merchants and less discerning businesses. Faced with an emissary Knight of IAM, Melzarchus is forced to deal with the mercenaries and is ill-equipped to do so. When word reaches Biefrest that a nearby village was decimated by the mercenaries, Melzarchus must act. This need drives him to seek help outside normal channels - help in the form of adventurers.
What dangers and treasures await the brave in the Red Keep?
The Journey to the Red Keep is the first module designed for play on the Roll20 system, using the Pathfinder Roleplaying Game rules in the Knights of IAM setting, but can easily be adapted for use with any world. This module is compliant with the Open Game License (OGL) that can be found within.
A gathering adventure for 6th to 7th level characters. Contains 15 maps, 35 tokens, and the Knights of Iam Campaign Setting PDF, all set up and ready to use in a Roll20 Campaign. A great adventure with a combination of unique combat environments and character-driven role-playing opportunities. This module contains everything you need in just “one-click”.
Featuring art by Peter Balogh.
Downloadable PDF, Handouts, & Use of Decks. Dynamic Light for Subscribers.
License: Roll20 End User License Agreement
(Personal Use Only, Do Not Distribute)