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In the Great Hall of Containment, the characters are hired by a powerful magister to teleport to a forlorn location known as the Hall of Containment. It is a strange, vault-like extraplanar location that contains a prison for evil souls and living spells. It was sealed ages ago but the enchantments that keep its contents at bay have worn out. The characters must explore the vault, find a way to access its innermost sanctum and bring balance back so it is stable again.

In this level-5 Shadowdark adventure, the characters explore an extraplanar vault where four maddeningly complex clockwork devices must be operated to gain access to the arcane vault. Perilous challenges await in each of the devices' chambers. When the party finally visits the Great Hall of Containment, they shall contend against spirits trapped there centuries ago. The angered spirits fight without mercy as they yearn to break free finally.

This adventure has been designed for Shadowdark RPG through their 3rd party license. The system is meant to be accessible to OSR players and modern players alike. Adapting the material to 5e or other systems should not be difficult.

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Until the next one, Elven Tower.

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