Chronicles of Ivria : The Ninth Skull - 5E Supplement
Par Galandir's Pit
Statut actuel
The Ninth Skull
The drum carries eight skulls. Count again.
This campaign brings together the four Books of Uron, a 5e desert set inside the world of Ivria: three printed books and one digital arsenal.
At the center is The Ninth Skull, a standalone adventure in the orc capital, the wadis, and the haunted salt mines below. Around it are Ulgron, the Iron Seat, Bestiary of Uron, and The Arsenal of the Long War, giving you the city, the creatures, and the weapons of this corner of the Long War.
The silence in the shape of a drum
In Ulgron, there is an hour in the early night when the cook fires burn low, the forges go quiet, and the whole orc capital listens to nothing. They call it the Drum Hour. Every orc knows what should sound in that silence, and every orc knows it has been missing for thirty one years.
The Eight Skull Drum was taken in an elven raid that reached the inner districts of Ulgron. The raiders killed seven skull shamans, carried the drum away, and escaped through a breach the orcs never repaired. They kept the wound open on purpose. Now one skull has returned to the desert, wrapped in elven silk and carried through the Cold Gate by a half orc runner nearly dead from the sun.
The drum itself is somewhere beyond the wadis, beating on its own at midnight, two hundred feet below the salt mines. The dead are going to it. And somewhere under the salt, something old has started making offers.
What is The Ninth Skull?
The Ninth Skull is a recovery story that becomes something much stranger. The thing the party is sent to recover is not treasure. It is a ritual instrument, a stolen memory, and a funeral that was interrupted for a generation.
The adventure has fights, dangerous travel, and a real dungeon under the salt. But its heart is conversation and choice: a dying runner, a chieftain losing his hold on power, a flood singer who keeps bargains too well, a dead shaman, and a sealed voice beneath the mountain that never needs to shout.
It can be played on its own. The companion books make Uron wider, but the adventure includes what it needs to run at the table.
What awaits inside
Designed for the DM
The adventure is built to give the table choices rather than rails. There are several ways into the story, different ways to move through the city and desert, and an ending that changes depending on who the players trust and who receives the drum.
Inside the book
- A complete 5e compatible adventure in the world of Ivria.
- Three chapters: Ulgron, the wadi road, and the Iron Tusk salt mines.
- Guidance for running the adventure, including tone, entry points, chapter quests, and table-facing descriptions.
- Appendix A with the statblocks needed at the table.
- Appendix B with adventure items, including the Eight Skull Drum, Serelith's journal, thunder-stone grenades, charms, and Serelith's letter handout.
- Connection points for Ulgron, the Iron Seat, Bestiary of Uron, and Arsenal of the Long War, without requiring them to play.
Pledge Tiers
Shipping & Delivery
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All orders, including digital rewards, will be distributed via DriveThruRPG. This includes physical books, which are produced through DriveThruRPG's on-demand printing network in regional facilities worldwide.
Digital rewards will be dispatched shortly after the campaign concludes. Expect your DriveThruRPG codes within a few weeks of the pledge manager closing.
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