A thousand miles south of Waterdeep lies the country of Calimshan. It is a harsh land that has been heavily scarred by magic and warfare.
It is in these lands that the genies established their empires. Though these empires have since fallen to humans, the time has come for the genies to try and take back what was once theirs.
This Roll20 virtual tabletop adventure includes all five parts of the Rise of the Genie Lords adventure series. It will take you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan.
Play with Less Prep on Roll20
- Explore the Lands of Intrigue with nearly 60 adventuring maps ready for exploration with pre made tokens hidden in the GM layer and full Dynamic Lighting support, including doors and windows (Subscribe to access Dynamic Lighting!)
- Choose between PDF or Roll20 formatted adventure modules that include all five parts of the Rise of the Genie Lords adventure series to run your game.
- Surprise players with sound effects and transforming maps. (Download the TokenMod API script by The Aaron to access changing maps!)
- Generate dynamic random encounters and loot in one click with over 25 rollable tables and macros.
- Drag & Drop hundreds monsters with pre made tokens onto a battlemap featuring classic monsters from Dungeons & Dragons.
- Explore the Lands of Intrigue in this fantasy adventure series for characters levels 1 15.
Accessing Your Content on Roll20
- Create a Game with Your Module.
- Rise of the Genie Lords includes all five parts of the Rise of the Genie Lords adventure series in PDF and Roll20 format. To create a new game with your module, log into your Roll20 account and click on the “Start New Game” option from the site menu. The column on the right hand side of the page is entitled “Optional Choose a Module”; clicking on the cover image will select this Module as the base for your new game.
Which Character Sheet should I use?
All 5e Open Game License content on Roll20 uses the D&D 5E by Roll20 character sheet.
 (BUNDLE) Dungeon Masters Guild _ Dungeon Masters Guild_files/Rise_of_the_Genie_Lords_Screenshot_2.png)
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Rise of the Genie Lords (Roll20 VTT) Regular price$49.99 Bundle price$29.99 FormatRoll20 VTT |
A thousand miles south of Waterdeep lies the country of Calimshan. It is a harsh land that has been heavily scarred by magic and warfare. It is in these lands that the genies established their empires. Though these empires have since fallen to humans, the time has come for the genies to try and take back what was once theirs. This Roll20 virtual tabletop adventure includes all five parts of the Rise of the Genie Lords adventure series. It will take you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan. Play with Less Prep on Roll20 Explore the Lands of Intrigue with nearly 60 adventuring maps ready for exploration with pre made tokens hidden in the GM layer and full Dynamic Lighting support, including doors and windows (Subscribe to acc… |
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Rise of the Genie Lords Part Five Regular price$7.99 Bundle price$4.00 FormatPDF |
The armies of Calimport and Memnon gather in the Calim Desert for a final attempt to raise one of the genie lords of old. In this adventure, you will journey to the Wealdath in the lands of Tethyr to recruit the aid of an ancient elf, the only one capable of reforging the Calimemnon Crystal. This is the fifth and final adventure in a series that takes you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan. Are you ready for the final chapter? A DUNGEONS & DRAGONS® adventure for characters of levels 13 15 For use with the fifth editionPlayer’s Handbook®, Monster Manual®,andDungeon Master’s Guide®… |
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Rise of the Genie Lords Part Four Regular price$7.99 Bundle price$4.00 FormatPDF |
Deep beneath the waves of the Shining Sea lies the ancient city of Ajhuutal. It is here that the ancient water genie lord, Ajhuu, remains bound by Calim’s magic. In this adventure, you will need to venture into the depths of the Shining Sea to prevent Ozhan and his followers from freeing the ancient water genie lord by collecting the talismans Calim used to bind him. This is the fourth in a series of adventures that will take you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan. Are you ready for the fourth part of your adventure? A DUNGEONS & DRAGONS® adventure for characters of levels 10 12 For use with the fifth editionPlayer’s Handbook®, Monster Manual®,andDungeon Master’s Guide®… |
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Rise of the Genie Lords Part One Regular price$7.99 Bundle price$4.00 FormatPDF |
The Lands of Intrigue Await A thousand miles south of Waterdeep lies the country of Calimshan. It is a harsh land that has been heavily scarred by magic and warfare. It is in these lands that the genies established their empires. Though these empires have since fallen to humans, the time has come for the genies to try and take back what was once theirs. This is the first in a series of adventures that will take you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan. The adventure includes Adventure hooks for characters and factions. A detailed description of Calimport’s wards and sabbans post Spellplague. A current map of the country of Calimshan. Familiar NPCs from the region. Will you rise to the challenge? A DUNGEONS & DRAGONS… |
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Rise of the Genie Lords Part Three Regular price$7.99 Bundle price$4.00 FormatPDF |
Delve into the World of the Dao For nearly a thousand years, the earth genies have been enslaved to the Forgotten God and his people. Now they have an opportunity to remove that curse and take control of the lands of Calimshan. To stop them, you will need to venture beneath the streets of Calimshan in order to reach the town of Kzelter, a small town long controlled by the Church of Bane. This is the third in a series of adventures that will take you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan. Are you ready for the second part of your adventure? A DUNGEONS & DRAGONS® adventure for characters of levels 7 9 For use with the fifth editionPlayer’s Handbook®, Monster Manual®,andDungeon Master’s Guide<… |
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Rise of the Genie Lords Part Two Regular price$7.99 Bundle price$4.00 FormatPDF |
A pair of tomes are all that’s needed to bring the genie lords Calim and Memnon back from their prisons in the Elemental Planes. It’s up to you to destroy them so they don’t fall into the wrong hands. Your journey will take you to the City of Memnon, on the northern borders of Calimshan, through the ruins of Memnonnar, to the City of Brass on the Elemental Plane of Fire and finally to the Great Conflagration, the only place where the tomes can be destroyed. This is the second in a series of adventurers that will take you on a quest to prevent the genie lords of old from returning and reclaiming the country of Calimshan. Are you ready for the second part of your adventure? A DUNGEONS & DRAGONS® adventure for characters of levels 4 6 For use with the fifth editionPlayer’s Handbook… |
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