Parent Pages: Adventures

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A Light in the Belfry

This is a set of notes and converted characters for using the AD&D 2nd Edition adventure A Light in the Belfry. These notes will allow you to easily make use of the adventure in Islands of War.

This will also explain the presence of Avonleigh in the Tatters instead of Ravenloft (as the adventure states).

Back Story

Years before the events described by the 13 shards, Morgoroth got his hands on one of the five Lores of the Language Primeval. However, without the first Lore (the one the Wizard's Guild currently possesses), he could not put it to proper use. He became much more skilled at magic by studying it, but gained nothing more.

The creator of the Archipelago sought out the five Lores and carefully determined their locations through pain-staking research. Then he tore the land around them from the Prime Material Plane and drew it into this demi-plane.

He knew Morgoroth would be trouble, so he waited and watched, looking for a moment of vulnerability. Just when it was least expected, he drew in Avonleigh via a massive planar portal masked by an artificial storm. Acting quickly, he imprisoned Aurora in a crystal coffin to further drive Morgoroth off the deep end (mostly for the sake of satisfying a twisted sense of humor, but also to keep him off balance) and set a powerful magical trap around the island. This trap was sprung when Morgoroth attempted to leave via a Mirror Walk variant that allows planar travel.

Morgoroth now unknowingly serves as a guardian of the Lore hidden within Tergeron Manor.

Adventure Synopsis

Give a short description of the sequence of events that should happen over the course of the adventure. Summarize any special events that are to happen and what would trigger them.

Major Variations

This optional section (remove if not used), should detail variations in the adventure, either to add some extra spice, or to use it in another setting.

Starting the Adventure

Describe possible adventure hooks to get the PCs involved in the story.

[Name Adventure Parts]

Each section of the adventure should have a unique name, so it's easy to reference. Add a section to the page for each part of the adventure. Describe in detail what happens during this chunk of the story.

Flavor text to be read to the players may be marked like this (1×1 table):

This is flavor text.

Concluding the Adventure

Detail how to end the story. List possible hanging plot elements that might be revisited at a later date. Describe rewards and/or penalties that might be obtained for success or failure.

Maps and Locations

Display maps and describe the locations found within. Be sure to detail any unusual conditions.


Files for GCS character sheets for the characters should be linked to from here.

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