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Chronicles of Ivria : The Ninth Skull - 5E Supplement

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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

Chapter I    A half-orc runner collapses at the Cold-Gate carrying a skull from the lost drum. By sundown, all of Ulgron knows the drum has returned to the desert.    The party receives a quiet summons from the High Skull-Shaman, gathers what the city knows, and tries to leave before Karruk Long-Hand rides out at dawn.    Chapter I is almost entirely social. Ulgron is a city with hard rules, old grief, and factions watching every move.    Chapter II    The party follows the trail across the wadi country of the southern basin, where the desert has begun to behave wrongly.    They find the wreck of Serelith’s caravan, cross an old battlefield where the dead still face west, and bargain with Veshla, the flood-singer, for the scholar’s life and the truth.    Chapter II is travel, investigation, and uneasy negotiation before the road reaches the foothills and the mine-smoke.    Chapter III    The trail ends at the Iron-Tusk salt mines, in abandoned western galleries where the tunnels have gone wrong.    The party descends through salt-crusted vermin, walking dead, and flooded chambers until they reach the drum itself, surrounded by years of grief.    To carry it home, they must answer a rite left unfinished for thirty-one years, refuse the oldest voice in Uron, and decide who receives the drum.

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.

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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.

📦 Physical rewards will follow. They will be ready to claim on DriveThruRPG a few weeks after the campaign's end. Because production happens regionally, shipping costs stay reasonable worldwide and carbon emissions stay low.

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