The Emerald Curse (d20)
BEWARE THE GREEN On the great Svimohzish Isle¸ your orc tribe struggles to forge their destiny in the roots of the Svomawhom Forest. But danger lurks in the depths of the trees - a large pack of gnolls¸ their fur strangely green¸ has been attacking passing caravans¸ destroying cargo and taking prisoners. While the deaths of these pitiful merchants of lesser races mean nothing to you¸ if the gnolls are not stopped¸ then surely the human armies will rise up and pierce the dark woods with their light. Before that happens¸ you must end the gnoll menace - and uncover the mystery behind their green hue - to claim their goods and territory for yourself... Like all Kenzer and Company products¸ this adventure was designed with the Dungeon Master in mind. We prepare all the details so you can spend less time flipping pages and more time gaming. Being a DM has never been so easy¸ or so much fun! Here's some of what you get: - 20 pages of useful background¸ maps¸ artwork and adventure details; no useless fluff! - Magic items and NPCs! - ImageQUEST Adventure Illustrator: "Because a picture is worth 1¸000 words." ImageQUEST is the picture book that gamers love. Now DMs can not only read the boxed text¸ they can actually show it to the players. Although easily converted for use in any campaign setting¸ this book is designed for the official Dungeons & Dragons campaign setting¸ the Kingdoms of Kalamar - a realistic¸ dynamic world where complex political alliances mix with marauding bands of humanoids¸ and medieval technology and culture come faces to face with magic and the fantastic. Whatever type of adventure you seek¸ you can find it here. To use this adventure in a Dungeons & Dragons campaign¸ you also need a copy of the Player's Handbook ¸ the Dungeon Master's Guide ¸ and the Monster Manual. You can also find further detail on the Kingdoms of Kalamar campaign setting in the Kingdoms of Kalamar campaign setting sourcebook ¸ the Player's Guide to the Sovereign Lands PDF and our many other fine sourcebooks and adventures. Note: A previous version (v3.0) of this adventure appeared in Fury in the Wastelands: The Orcs of Tellene. This 3.5 version adds improvements to the text¸ updated NPCs and game mechanics¸ an additional regional map¸ and locates the adventure in a specific area of Tellene. For characters of 4th to 6th level. Although written from an orc point of view¸ along with details on how to play an orc character¸ you can easily modify this adventure to fit any good or evil-aligned party. Simply replace all references to orcs with the appropriate race¸ or ignore the orc references altogether.
On the great Svimohzish Isle¸ your orc tribe struggles to forge their destiny in the roots of the Svomawhom Forest. But danger lurks in the depths of the trees - a large pack of gnolls¸ their fur strangely green¸ has been attacking passing caravans¸ destroying cargo and taking prisoners. While the deaths of these pitiful merchants of lesser races mean nothing to you¸ if the gnolls are not stopped¸ then surely the human armies will rise up and pierce the dark woods with their light. Before that happens¸ you must end the gnoll menace - and uncover the mystery behind their green hue - to claim their goods and territory for yourself...