Expedition to the demonweb pits 3.5 pdf download






















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Phone PDF. Virtual Tabletop. Pay What You Want. See all titles. Publisher Website. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Wolfgang Baur , Gwendolyn F. Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

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Original electronic format These ebooks were created from the original electronic layout files, and therefore are fully text searchable. If they try for a second star, dawn breaks before are unlikely to find the portal they need without the aid of someone reaches the end of another branch.

The tree itself is about 23 miles tall and 15 miles wide at its Mortal creatures that die on Yggdrasil are claimed by the widest point. The trunk tapers from bottom to top, but starts battle maidens called valkyries Deities and Demigods and at roughly a 4,foot diameter 6,foot circumference can only be raised or resurrected with a spell granted by a and narrows to about a 1,foot diameter before splitting Norse deity.

They live in hollows within the tree, eat its nuts, and and ancient bark Climb DC 12 , and its gigantic branches guide souls traveling from Midgard to the halls of Valhalla. The more difficult gates are on the watch the comings and goings of every traveler. With a thinner branches or on branches closer to the roots, where DC 18 Gather Information check, a traveler can learn from some sections are infested with viper trees, the offspring a ratatosk whether the path he is currently on was recently of Nidhogg.

Ravens, ratatosks, and linnorms watch the Encounters are quite different in the upper and lower sec- stairs, since they are the most heavily traveled sections of tions of Yggdrasil. While the PCs are exploring the main trunk and crown of The leafy branches in some sections provide conceal- Yggdrasil which includes the branches in this adventure , ment to travelers.

Creatures able to climb around the use the following table, rolling 1d20 once per day. Commonly, creatures that fall from the middle or 17—20 No encounter upper levels must attempt a DC 17 Reflex save. If they suc- ceed on the save, they control their fall enough to land on If characters explore areas off the map or venture down to another branch within 60 feet, taking 3d6 points of damage the roots of Yggdrasil, use the following encounter table, the tree absorbs much of the impact.

If the save fails, they rolling 1d20 once per day: tumble past many branches, taking 5d6 points of damage from whipping branches and glancing impacts with larger Roll Encounter Source branches, then fall into one of the roots, coming out beside 1—2 1 elder viper tree EL 9 Page the root in Hades, near the home of the Norns or a marzanna 3—4 3 marzanna hags EL 9 Frostburn hag see Frostburn. However, it is possible to use 12 1 gray linnorm EL 20 MM2 13—20 No encounter fallen leaves, bark, and branches to start a fire for cooking, light, and heat.

A Good relations with the ratatosks could lead to an encounter few hags are believed to have small cottages near the roots, with a dangerous predator that preys on the squirrelfolk. If the party spends a lot of time wandering Yggdrasil, consult the Wandering If the PCs decide to help the ratatosks, go to encounter Encounters table below. C2: The Branch That Walks on page They carry travelers in exchange for food or shiny objects.

What can we get to help us? Thaas, a legendary tered near the roots of Yggdrasil, since both are children of weapon revered for its demon-slaying properties, originated Nidhogg. If the characters lack the guarantee the cooperation of these volatile creatures. A successful the longbow proved a powerful weapon against demonkind. DC 20 Survival check gets the party headed quickly in the Legends point to the Beastlands as its last known location, in correct direction.

It is a domain of natural savagery and Hundreds of years ago, demons used several gates to raid the plenty, embodying the forest eternal. The Wilderness of the Wilderness of the Beastlands. In response to this, an elf druid Beastlands is a plane of nature unbound. Forests cover the named Anastrianna Amakiir planted a wizened elder tree landscape, ranging from mangroves hung heavy with moss here to protect the Beastlands from extraplanar incursions. Oaks, birches, spruces, firs, ful wizened elder watcher here today.

It has been so long ago and maples are common here. In addition to plentiful flora, that the tree grew restless staying by the gate. In its long life, fauna thrives. The plane favors animals of all kinds, and it is it has not seen anyone enter through the gates and broadened heavily populated by animals and magical beasts.

It The PCs enter Karasuthra, the deepest of the layers and a land takes its job of guarding the plane seriously. It knows all the of perpetual nighttime. Although a pale moon hangs in the creatures native to this area and coexists with them peacefully. The PCs light source is needed to see. This section of the plane resembles encounter the watcher on their way to the site of Thaas.

The warm night air smells fresh, tinged with the scent of night- blooming flowers. Go to encounter C5: Gate Guardian on page The location they The Beastlands is a wild, untamed place. Immediately upon seek is a sacred and holy place to the sentient denizens of this arriving, the PCs encounter some of its dangerous denizens part of the Beastlands.

The wizened elder watcher, like most and witness the brutal life on the plane as an implacable foe of the inhabitants, makes regular pilgrimages to the burial stalks a pack of displacer beasts. Finding the PCs provides them with a much-desired The path leads to a quiet, moonlit glade. The moon shines more release for their tension, and they attack heartily. Overall, the Beastlands is a place of violence and danger, Go to encounter C3: The Hunted on page The moonlight shimmers on a pocket lake, about The wild hunter from encounter C4 has been tracking feet across.

At the center of the lake sits a small island, only about this pack of displacer beasts and arrives 6 rounds after this 20 feet in diameter. No monsters threaten them while they rest or explore The wild hunter and its mount join the combat with the here. As the PCs work or plan, they might see several of the displacer beasts and the PCs. It first focuses on the player denizens of the plane approach the area, but turn and leave characters, since intelligent creatures prove more interest- peacefully as they see the PCs there.

None of them will fight ing prey. Once on the island, the PCs find the burial site of the great stag, Forest Hart. Go to encounter C4: The Hunter on page Offerings of flowers, woven garlands of vines, nuts, and even a few After the encounter with the wild hunter, the PCs should set metal trinkets make a deep pile on what seems to be an ancient off in search of the resting place of Thaas.

Myriad paths and burial site. At the center of the island, an unusual longbow stands tracks lace through the Beastlands. The rial site is sacred to the denizens of the area, and many choose longbow has been hewn from the rack of a great stag. Good creatures take a —2 penalty on all Charisma-based checks. Lawful good creatures take a combined —4 penalty on all Charisma-based checks. Spells that are already maximized or extended are unaffected.

To be considered protected from the weather, characters must have appropriate gear as described below. Characters who decide to stay very long or seek out the Glacier Citadel should be discouraged with a blizzard that creates whiteout conditions.

This blizzard lasts for 1 day, has This weapon is Thaas see page , a weapon of legacy wind speeds over 50 miler per hour, and drops heavy snow that might prove helpful for the characters in this adven- 1d4 feet. The weapon rests here, unguarded. The magic of its Levels of Protection: A character can lessen or offset the creation and the magic of this holy place call strongly for effects of cold weather by acquiring a certain level of pro- the weapon to be used against demons.

So strongly, in fact, tection against those effects. As discussed in the Frostburn that although anyone can take Thaas without impediment, supplement, levels of protection begin at 0 no protection the weapon returns here if its user has not begun the fi rst whatsoever. To benefit from level 1 protection, a character legacy ritual to bind the longbow after possessing it for one must be wearing either a cold weather outfit PH , fur month.

All these benefits are cumulative when determining The return path is through the branches of a spreading an overall level of protection: For example, wearing a cold baobab tree that leads into Yggdrasil. A partially protected character level 1 needs to check once The Iron Wastes, called the land of Rime Thuras by the rata- per hour.

For complete protection against severe cold, a character This layer is a bitterly cold place of miles-deep ice and snow, must have a level of protection of 2 or higher.

The Glacier of cold damage per 10 minutes no save. In addition, an Citadel, a fortress carved into the ice between two towering unprotected character must make a successful Fortitude peaks, serves as home to the prince and his frost giant mages. A partially protected character level 2 takes damage demon lord of frost giants, hold the Demon-Quelling Sword. For example, an impro- Abyss. There, they can search for the Demon-Quelling Sword vised shelter an igloo, a shelter of branches and tarps, or and deal with the followers of Kostchtchie.

Whiteout: Whiteout conditions occur in snowstorms or The Demon-Quelling Sword blizzards accompanied by a strong or stronger wind. However, Frost dwarves made this giant blade for killing demons. Kostchtchie and his giant followers enslaved a number of Snow fields buffeted by severe or stronger winds can also frost dwarves, who spent three long years perfecting the cause creatures to experience a whiteout.

It is currently being kept in a small, lose any Dexterity bonus to AC, move at half speed, and take a out-of-the-way outpost. These effects end when the demons that swarm throughout the Abyss.

An Abyssal giant PCs leave the area of whiteout. Whiteout conditions stack with follower of Kostchtchie recently used it against the succubi, the effects of wind and snowfall. Visibility is 5 feet. Kostchtchie has no tolerance for such behavior. In other words, giants move more quickly here As a Large exotic weapon, it deals 2d8 points of damage than most PCs. Only Large creatures can The chance of the PCs getting lost in a snow field depends wield it effectively; smaller creatures take a cumulative —2 on the result of a DC 15 Survival check.

This check typically penalty on attack rolls for each size category of difference occurs when wind obscures tracks and snowbanks shift, between the size of its intended wielder and the size of its confusing directions.

If a reduce pay 4 squares of movement to enter each square of the snow spell is cast on the blade, it becomes size Medium for the field. Tumble check DCs increase by 8. Totally Impeded: Small creatures are totally impeded This bastard sword excels at attacking evil outsiders.

Medium creatures are totally impeded if the snow deals an extra 2d6 points of damage. Large or larger creatures are only impeded at cold. This frost does not harm the wielder, and it remains until this snow depth. A frost weapon deals Totally impeded creatures cannot move unless they suc- an extra 1d6 points of cold damage on a successful hit.

The creature must pay 4 squares of movement to enter each Moderate conjuration and evocation; CL 10th, Craft Arms square of the snow field. Tumble check DCs increase by 20, and Armor, summon monster I, ice storm, divine power; Price and a creature loses its Dexterity adjustment to Armor Class , gp; Weight 6 lb.

Other areas of the wastes have more or less snow than this, but after the blizzard clears, movement becomes even more difficult. This is a roleplaying encounter, in which the PCs interact with the ratatosks to gain valuable You at last reach the trunk of the tree, and you see information and directions to other locations in the that someone has built a series of makeshift adventure. Rungs have been nailed to the trunk in places, but sections are missing.

Climbing up or down could be complicated. You hear something scraping along the bark just around the trunk; a furry creature sticks its head up and watches you. It looks like a giant squirrel, and it carries in its mouth an enormous nut the size of a tankard. It is wearing a leather harness decorated with three long black feathers.

Goal: The PCs must convince the fireholder ratatosk named Kippenvall to provide them with a guide to help them along the trunk and branches of Yggdrasil to the planar portal they seek likely either a portal to the Beastlands or Sigil.

PCs who make a DC 14 Knowledge the planes check know that ratatosks expect a gift of food from travelers. Initial Attitude: Indifferent. Complication: Anyone who worships the Norse pantheon automatically improves the attitude of the ratatosks by one step. The presence of giants, ogres, goblins, drow, or tieflings in the party imposes a —4 circumstance penalty on Diplomacy and Bluff checks.

The ratatosks are interested in food. Success: To succeed using the Diplomacy skill requires a gift of food even if it is just iron rations. If the party convinces the ratatosks to be guides, Kip- penvall assigns a young female ratatosk, Almveig, to take the PCs where they want to go. Each failed CG Small monstrous humanoid extraplanar check means the character slips and falls once.

With a ratatosk who jumps to follow the Speed 20 ft. Instead, Fastmundr, a young male ratatosk, is there to 1st—cause fear DC 11 , comprehend languages DC 11 , be their guide. Domains: Plant, Sun ently eats quite a few ratatosks and is very dangerous. On a forest, and always maximizes the amount of tree trunk the contrary, if they suggest it, he tries to talk them out of between it and any foe, giving it concealment at all times. Gliding Movement Ex Ratatosks can leap and glide from branch to branch in large trees and forests.

They cannot If the PCs help the treefolk against the predatory iron- gain altitude from flight, and drop 10 feet for every 20 maw, they gain information about a demonbane weapon and feet they cover horizontally. Their tone is so harsh and mocking that this is not a language-dependent effect.

Greater Turning Once per day, Kippenvall can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

Once it has engulfed a single crea- SETUP ture, it retreats into the holes in the World Ash to digest Use this encounter after the party has spoken to the rata- its meal.

With wood, cracked down the middle. This is a particularly a DC 12 Listen check, characters realize that no birds or dangerous encounter, but if the party survives, the ratatosk normal squirrels live in the ironmaw region. The branches tribe is extremely grateful, even chirpy with delight.

They are stripped bare of game animals, birds, and so on. They give the party a cloak Roll initiative for all acting characters and the iron- of invisibility and ten magical nut-potions four invisibility, maw. The ironmaw does not charge; it uses its branches three cure serious wounds, three neutralize poison. They to ensnare and drag in prey.

If the characters rely solely also tell the party a legend that might prove useful: They on ranged weapons, the ironmaw retreats into the trunk learned from some Midgard dwarf travelers recently that of Yggdrasil and reappears behind them. Such a blade would be a If the PCs enter the blighted section of the World powerful tool in the Abyss. Nuts and leaves Sigil. Or, if the characters wish, the squirrelfolk take them thickly carpet the branch underfoot.

The party might know containing black hollows. Some of the holes and this place by another name—the Iron Wastes, a layer in splits in the bark seem natural, while others look the Abyss. You hear a twig snap, If the PCs can destroy or drive off the ironmaw, they can and suddenly leaves are swirling all around you. Bones of all descriptions litter the hollow space within the black hollows and are grabbing for you. Many bones appear to belong to ratatosks, but The first thing the PCs notice when the ironmaw attacks others look to be human as well as more bestial things.

If the PCs spend an hour searching the bone-strewn Four branchlike tendrils whip and snap at the PCs from hollow and make a DC 25 Search check, they can find the out of holes in the branch of the World Ash they are following items among the debris: walking upon. It must be coated in blood every day, back to their source, they may never see the true form of or its magical enhancement fades until it is once again is the ironmaw. Read: session or become chaotic evil. Sword of the Planes DMG : This longsword has It appears as if a section of the World Ash has been the following enhancement bonuses, depending on where twisted and deformed into an ambulatory, foot- it is used: tall, flesh-eating tree.

The attach hole gives total cover to the ironmaw against anyone not within Special Actions engulf, illness, magic strike, wounding 30 feet of the entrance though its tendrils can be attacked Abilities Str 30, Dex 9, Con 23, Int 4, Wis 13, Cha 14 normally. A tendril draws a stuck opponent 10 feet closer in each subsequent round no attack of opportunity unless the opponent breaks free, which requires a DC 25 Escape Artist check or a DC 26 Strength check.

An ironmaw can draw a creature into its space and attempt to engulf it, as well. A tendril can be severed by a single attack with a slashing weapon made as an attempt to sunder a weapon dealing at least 13 points of damage.

Engulf Ex As a standard action, an ironmaw can attempt to engulf a Large or smaller creature that enters its space. The victim of the attack can make an attack of opportunity, but if it does, it is not entitled to a saving throw. A victim that does not attempt an attack of opportunity must succeed on a DC 15 Reflex save or be engulfed; on a success, the victim is pushed back or aside but not freed from attached tendrils.

Anyone caught by a tendril must succeed on a DC 22 Fortitude save or take 1d6 points of Constitution damage. Multiple wounds from such attacks result in cumulative bleeding loss two wounds for 6 points of damage per round, and so on.

The bleeding can be stopped only by a DC 10 Heal check or the application of any cure spell or other healing spell heal, healing circle, or the like. The pack lord remains hidden until spotted or an Abilities Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8 opportunity to make a decisive strike presents itself. The wild hunter W approaches on its mount effect. A trunk has magical attack that specifically targets it except for ranged touch attacks. AC 3, hardness 5, and hp.

Climb DC Resistance to Ranged Attacks Su As displacer beasts. Space 5 ft. It next targets a Special Actions horn of the hunt, selected prey character who attacks it.

They need not charge in a straight Speed 40 ft. Those within 10 feet who fail their saves a Medium or smaller opponent with its gore attack. If it become frightened.

The megaloceros does not need to move with its foe in order to throw its foe more than 5 feet. Tossed victims take impact damage on landing equal to falling the distance they were tossed. A slavering wolverine crouches nearby. Speed 20 ft.

It can also attack with its fists. This watcher Combat Gear 2 scrolls of cure moderate wounds, 2 scrolls of has five scrolls scratched into its bark. The markings dis- call lightning, scroll of protection from energy, ring of fire appear once the spell is cast; if the elder is defeated, any warding see below remaining markings can be cut out and used as scrolls. Druid Spells Prepared CL 5th : The wizened elder watcher casts barkskin on itself at 3rd—greater magic fang, sleet storm the beginning of the encounter.

SQ animal companion, link with companion, plant traits It seeks to kill or drive off anyone who harms its master. Improved Woodland Stride Ex A wizened elder can move through any sort of natural or magical undergrowth at its normal speed and without taking damage or suffering any other impairment. Entangle Su As the entangle spell; at will; DC 17; caster level 9th. This ability affects a foot-radius area around the wizened elder and lasts for 1 minute. Wolverine animal companion: hp 45 MM You see a giant figure moving on the tower.

A small gold horn icon hangs on a hook in the tower. The Web creates random portals throughout the planes, drawing Spider Queen Lolth is a demon that became in buildings, structures, and ships. The inhabitants of the a god, and her realm on the 66th layer is the Demonweb then incorporate the structures into the web. The Demon an immense network of overlapping foot-wide tubelike Queen of Spiders covets the status of the most powerful corridors.

Examination of the pathways reveals a subtle deities and seeks to achieve their station through treach- movement in the apparently natural patterns formed by ery, deceit, and murder. Climbing the side of a web passage requires a Unless otherwise noted, all doors are unlocked, simple DC 10 Climb check. Luckily, The Demonweb is made of thick, magical web- the web takes much of the impact, and the PC takes just 1d6 bing, sometimes forming passageways and other points of damage per feet fallen.

If a character cuts through the webbing, he or she can The webbing is immune to fire, cold, and electricity and crawl or climb out of a pathway into the outer web. The has hardness 10 and 20 hit points per 5-foot section.

Good creatures take a —2 penalty on all Queen. Charisma-based checks. Lawful good creatures take a Here and there, solid metal doors lead off from a pathway, combined —4 penalty on all Charisma-based checks. In the Demonweb, evil or chaotic dark elves, demons, and other servants of the Queen of spells function as if cast by a caster of twice the normal level.

See page 64 for more about the planar Web spells spread out to fill twice the area that they normally doors. The save DC of the poison spell increases by 3. Spider climb lasts twice as long, as do spells that summon any type The Outer Web of vermin. The area around the detailed locations on the map is a black Evil creatures in the Demonweb heal at twice the void filled with strands of webbing in all directions—includ- normal rate.

PCs who leave the pathway can plane shift, teleport, greater teleport, and any other spells with fly or move however they wish. A bil- lowing mass of putrid gray clouds suffuses the Demonweb Teleportation Keys Pits beyond the web tunnels. However, certain of her being forever drawn into the chaos of the Abyss. The common keys, in order of rarity and value, consist In addition, subterranean sporebats page 68 hunt in of iron pyramids, silver spheres, eight-pointed bronze stars, between the tunnels, endlessly searching for prey.

Detect magic and DC 20 Spellcraft If the PCs leave the map, they find nothing but an infinite checks reveal that the iron, silver, and bronze keys all radiate web and the soul-sucking fogs below, unless you want to faint conjuration teleportation magic; the blue cubes radiate create other encounter areas.

The Demonweb is a very big moderate conjuration teleportation magic. The various teleportation keys connect waypoint areas The maps and text for this adventure detail only a portion within the Web that are marked with floor mosaics: iron, of the Demonweb and the Demonweb Pits.

Kaarili, and Seeudra; Eccozt. Possessed by: Drow patrol captains. Gethshuq the bebilith. Anyone holding a teleportation key and Some of these encounters are significantly lower level than stepping into the circle is teleported to the destination pic- the PCs, especially if they return for a second or third visit tured as he or she steps onto the mosaic.

If the key holder to the Demonweb. Resist the urge to increase the difficulty of has no particular destination in mind, roll d20 to determine the random encounters; they provide a chance for the party which random destination he or she appears in, as shown in to feel powerful.

The PCs should overcome low-level mon- the table below. Spiders, demons, and other. THE Blacklight Rookery — 5—7 — — monsters attack nondrow on sight.

Demon Shrine — 8—12 11—14 12—13 An encountered drow or drow patrol is instantly aggressive Spiderhome — 13—15 — 14 on a roll of 1—6 on a d PCs in drow disguise can bypass non- Hall of the Great Web 16—20 16—20 15—16 15—17 aggressive drow without their Disguise checks being opposed Spiral Desert — — 17—19 — by Spot checks or any words at all being exhanged.

Even if PCs successfully bluff the drow, indif-. In addition, they take a —1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light. Drow fooled by the PCs have little to say to travelers, though they may give a general description of the nearest few points of interest. PCs who press for information trigger suspicion and the need for additional Bluff checks.

Outside the Web If characters explore areas off the map or the strands between the passages, use the following encounter table, rolling 1d20 once per hour:. If the characters are not on a list of known drow 1 arcanist EL 13 allies, the portal is sealed the next time they return. A DC 23 Gather Infor- drop them near the priestess they seek. This shifting is normal; the connections between transition. Read: the areas on the map are temporary, spun up from the fabric of the Demonweb some say, built by Lolth-touched spiders Suddenly the noise of Sigil is gone, and you are in a chamber seem- and eventually collapsing back into the mists.

The air smells slightly acidic, and the tunnel Once the PCs have left the Demonweb for more than a is about 50 feet wide here.

The only marker of the portal is the day, use The Demonweb Second Visit map on page If presence of bones, hundreds of them, all chewed at the ends with they use the portal frequently, generate your own version of the marrow sucked out of every one. It is made of gold and worth gp because If the PCs enter the shrine, read: of its high quality. An iron pyramid, a bronze star, and a blue crystal cube are This empty chamber contains an entire temple complete with pil- inscribed into the floor here.

These are linked to the Demon- lars, an arched cathedral-style ceiling, and stained glass windows web teleportation keys described on page At the center of the room is an altar.

The image of Lolth here is suspended from spider silk ropes; it is made of hammered silver and worth 15, gp or more for its masterful workmanship. If it is cut down or dropped , it is likely ruined, because its legs are fragile and the whole statue is hollow. Even if it can be transported, the leg span is 10 feet in diameter, making it a tough item to lug about. THE A 24th-level unhallow effect cast by Eclavdra emanates in a foot radius from the altar.

In addition to the usual magic circle against good and turning check effects, anyone in the area who does not worship Lolth is subject to a bane spell Will DC A secret passage Search DC 20 is hidden behind one of the stained glass windows.

The entire window swings into the temple, revealing a foot-wide passage leading away from the arrival portal. This leads to encounter D4: Priestess and Acolyte see page A silver sphere, a bronze star, and a blue crystal cube are inscribed into the floor here.

These are linked to the Demon- web teleportation keys described on page In addition, a small gold horn icon lies among the webs that line the walls of the Shrine Search DC This is the portal key to the planar door to the Iron Wastes see page 64 for more about planar doors and their keys.

The black hemispherical room is the junction of several passages, and its floor is polished black marble marked with silver lines and shapes. Two sections of the wall are covered with silver-and-iron scrollwork that resembles webbing; these two meet at the center of the dome overhead. The floor wriggles slightly underfoot. The entire hall radiates faint evil and faint transmutation magic.

Trade along this route is brisk and profitable. This being widely known, bandits and raiding hordes have always been a problem.

Merchants travel in armed convoys to minimize risk, attempt to discourage any attempts of theft. Now, a new threat has emerged, one that threatens the livelihoods of many.

As more caravans go missing, the authorities look to alternative solutions to sort the problem. Set in Thesk, east of Telflamm. This was created as a way to help my own adventures when I need a quick obstacle for a random event or needed a chase scene. Each card by can used individually or together and include instructions within for how I use them during a chase. These are much more sinister creatures that can take the form of common objects to hide in plain sight before they attack!

Introduces three new Mimic Variations. Ever wonder why priesthoods in the Realms continue to flourish, despite the secular power of rich merchants and the land-shattering spells of the archmages?

Suitable for all levels of play. People have disappeared from the small village of shadow cove. Now the villagers are looking for brave adventurers who can help them. The adventures are short much because my English is not the best , but a skilled DM can certainly make more of them.

All adventures will be combined with a high-resolution, detailed satellite-like map of parts of the Forgotten realms. They are part of a series of maps that can all fit together. The maps are extremely detailed and these types of maps will be the main source for a few adventures.

Size x This adventure contains. And rather than answer questions, it only promotes more. Now the party has an opportunity to enter the forest themselves and see what mysteries are there. What will they find in the Forest Hiphateum. High up in the black mountains flows a spring with magical restorative properties and three trees weaved together above it.

The people of this temple buried their kings in this courtyard. They ate of the fruit of these trees. Will you dare to enter this sacred ground? This adventure includes: A new magic item, A d12 wilderness encounter table, a new location with 6 rooms, and fun magical fruits. It can be played on its own however very easily.

A tribe of kobolds discovered a strange chalky stone egg lying within one of the pools of boiling turquoise water that distinguish the geothermally active Searstone Badlands. When the egg hatched, the kobolds were surprised to see a type of dragon they had never heard of before, a stone-grey dragon with scales like popcorn, born from the energy of the elemental chaos that fuels the fires of the badlands.

It features traps, dynamic combat encounters, captives to save, and includes:. These should fit nicely within an Underdark or horror campaign. If you find any combination that is utterly broken, please let me know in the comments below. DW Dreamweaver. An adventure for 5th- level character to intoduce them to each other as a starting point.

In The Dream lands there is a place that houses artifacts. The Paladin These character sheets will guide you as you follow the tenants of your oath. In full Royal blue and gold keep track of your channel divinity and several spells as you righteously smite your way through your enemies or sweet talk your way to pass the city guard. Keeps tabs on your weapons, spell save difficulty class, and your cleansing touch class feature.

Some features include: The sheets have been designed to be printed off as double sided. Hide in the shadows or in plain sight, use your intelligence to accomplish your goals in secret with this roguish archetype!

Artwork in Progress. It is fun sometimes to be bad! This dark spellbook is filled with evil spells that are different and creative. They will add entertainment to any home game. There are 47 spells in the file. Please check out my other products on dmsguild. This category only includes cookies that ensures basic functionalities and security features of the website.

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