The adventurers stumble across Theramour Keep–a local outpost at the edges of the legendary land of of Theramour. After settling in for a meal, they are approached by the head of the keep.

The keep has been under siege by four armies of four different races for many weeks. Everyone fears an assault on the keep will begin any day.

Can the party help vanquish the armies on their own by working as independent agents or join forces with the head of the keep?

Multiple aids assist the DM in running an exciting hybrid wilderness and tactical adventure!

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Dungeon Master – War Aids
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