The Andwan Legacy (OGL) PDF

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Welcome to the second edition of this short and sweet adventure. The Andwan Legacy was updated to the 3.5 rules; it boasts the new, easier stat block format found in Dungeon Magazine #124, and features three completely new battlemaps, two of which are two-pages battlemaps!

This is a generic adventure set in a small town. It can be inserted easily into any campaign in any world. The adventure is designed for a party of 4-5 adventurers of 4-5 level but it can be scaled easily by modifying the monsters and villains statistics or the strength of the traps in the dungeon.

The party should have one or two adamantine weapons or a fighter capable to inflict large amounts of damage (10+ with each attack).

The adventure involves role-playing opportunities and fighting action, so the referee must read the whole text to get familiarize him or herself with the various NPCs and villains.

"The doors of the inn open and two half-orcs larger than elephants enter, scrutinizing everybody grimly. One of them makes a sign to the entrance, then a beautiful woman in a figure-hugging silk dress enters the tavern. Her face is almost completely hidden behind a black shroud, her walk is cat-like and she attracts the men's gazes.

She approaches the portly innkeeper and talks briefly to him, then he points towards the PCs. The woman sits down at a reserved table behind a screen.

Straight away, one of the grim half-orcs approaches you and says in perfect Common: Begging your pardon sir, my lady wishes to speak with you, would you be so kind as to follow me to her table?"

The PCs are approached by a beautiful aristocratic woman in a local inn. The woman claims to be Sherl Andwan of the noble Andwan family and tells them she is in great trouble: her husband died recently but did not show her how to retrieve the inheritance in the dungeon of her villa. She wants to hire the PCs to disable the magical traps set by her husband to protect his treasure...

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4.00/5 (based on 1 rating)

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An RPG Resource Review

4/5

This is an adventure for a group of players of 4th-5th level, and it takes place in an unnamed small town - so you can locate it wherever is convenient within your campaign. It provides both role-playing and combat opportunities for your players.

It is presented in an attractive manner, with a stone-effect top border and rather cartoon-like NPC illustrations, counterbalanced by beautifully-drawn maps. The print size is over-large. For those who like to use miniatures with their games, three of the locations most likely to see combat are provided with 'battlemaps.'

The content, however, is well done with an overview of the story followed by more detailed information, beginning with the characters being approached by a beautiful lady (and two thug-like bodyguards) while relaxing in a tavern. The whole adventure is presented as a series of Events (most of which can occur in any order as the characters interact with the story) and Locations, which the characters may visit in their travels. Each person encountered has sufficient detail to enable them to be played as a distinct character in his own right (while detailed statistics are to be found at the back of the book). Most of the locations are part of the Andwan villa, and each room is given a detailed description which should make dealing with the usual player question, "What can I see?" easy.

The actual plotline itself is is quite straightforward but believable, with enough duplicity going on to make the characters have to think. Each NPC has his own reasons for being there, and it's possible to imagine them all going about their own affairs even if they hadn't chosen to bring the characters in to... well, solve a certain problem for them. The problem's valid enough, by the way.

It's a nice adventure, probably good for an evening or possibly 2 of play, and it's self-contained so that it can be dropped in just about anywhere as suits the course of your campaign.


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