Age of Worms Adventure Path - Diamond Lake NPC Tables
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
The Shackled City Adventure Path (5Th Edition)
The Shackled City Adventure Path (5th Edition) Conversion Guide Introduction: Originally published in Dungeon® Magazine, the Shackled City Adventure Path is a series of adventures for 3rd Edition DUNGEONS & DRAGONS®. It was subsequently updated to 3rd Edition (v.3.5), bundled, and sold in hardcover. I picked it up in 2007 and ran the entire campaign for a superb team of players over seven years. When everything was said-and-done, the consensus was that no campaign in our combined 100+ year D&D gaming careers came close to the detail, intrigue, and immersion offered by this adventure path. My new 5th Edition group really wanted to give the campaign a try, so I decided to convert the adventure path. A several hundred-hour adventure for 1st–20th level characters by Roy Simpson ([email protected]) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.Sample Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permissionfile of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. -
Foreword Spoilers!!!
back to the origins of this adventure path. It predates my FOREWORD work on the Lost Lands, it predates my time with Frog God Games, and in many ways it predates my time as a Welcome to the Aegis of Empires designer notes. This professional writer. It goes all the way back to 1988 when ungodly huge document was what I sent to the poor writers TSR released a hardback game book that blew my young that I hired to author the six adventures of the adventure mind: Greyhawk Adventures by Jim Ward. The book came out path… er, five adventures actually, but more on that later. during that weird quasi-transition from 1st Edition to 2nd Yes, it’s almost 30,000 words and 48 manuscript pages as I Edition and was rather scattered in its contents: some class type it here on a Word document, though I’m sure that will stuff, the concept of deities’ avatars, some new monsters, change in the layout process. But here it is in all its glory key NPCs of the Greyhawk setting, a bunch of new spells, for you to peruse at your leisure. And it leaves me with one but most importantly—for me at least—were descriptions burning question: Why? of legendary locations in the Greyhawk setting. I became hooked on those few paragraphs provided for each, reading and rereading them again and again. One place that I My poor authors certainly weren’t thrilled to receive a couldn’t get out of my head were the Pits of Azak-Zil… 40+ page outline to review before they could get started a haunted meteor crater, filled with the ghosts of dwarf on writing their adventures. -
Player's Guide
Player’s Guide Player’s Guide Design: James Jacobs n the Savage Tide Adventure Path, your Additional Design: Jason Bulmahn characters are destined to face a wide range of Developer: James Jacobs Idangerous monsters, hostile terrain, murderous Editors: James Jacobs, Erik Mona, James Sutter organizations, and sinister magic. Yet before you Art Director: Sean Glenn set off , you’ll need to know where your character is Graphic Designer: Drew Pocza from. This campaign begins in the exotic port city of Cover Artist: Todd Lockwood Sasserine, and it is here that the foundations of your Illustrations: Ben Wootten character will be laid. The City of Sasserine is perched Cartographer: Robert Lazzaretti on the edge of the known world, the last stop before Prepress Manager: Kelly O’Brien the endless expanse of the Amedio Jungle. It is a hub of Production Manager: Jeff Alvarez trade, and home to more than fi � een thousand souls, Publisher: Erik Mona a bastion of civilization in a realm haunted by piracy, Paizo CEO: Lisa Stevens disease, violent weather, and monsters. Based on the original Dungeons & Dragons rules Further details on Sasserine are provided for the created by Gary Gygax and Dave Arneson and the new DM in Dungeon #139, which also kicks off the new Dungeons & Dragons game designed by Jonathan Savage Tide Adventure Path. This campaign assumes Tweet, Monte Cook, Skip Williams, Richard Baker, and your starting character is a Sasserine native, and as Peter Adkison. such you can expect to know a fair amount in advance about the city. This booklet presents everything you’ll This game product contains no Open Game Content. -
Dungeon Magazine #125.Pdf
#125 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM Joachim Barrum THE THREE FACES OF EVIL By Mike Mearls Clues discovered in Diamond Lake lead to the Dark Cathedral, a forlorn chamber hid- den below a local mine. There the PCs battle the machinations of the Ebon Triad, a cult dedicated to three vile gods. What does the Ebon Triad know about the Age of Worms, and why are they so desperate to get it started? An Age of Worms Adventure Path scenario for 3rd-level characters. Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 1 DUNGEON 125 Supplement Theldrick Ragnolin Eva Widermann Dourstone Eva Widermann Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 2 DUNGEON 125 Supplement The Faceless One Grallak Kur Eva Widermann Steve Prescott Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 3 DUNGEON 125 Supplement Steve Prescott Horshoe Area 17 Caverns 5 ft. Area 14 Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 4 DUNGEON 125 Supplement Caves of Erythnul 12 N KKKK 13 A G 18 A 14 17 15 16 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Grimlock Cavern 19 up 18 20 down N 21 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. -
Savage Tide Adventure Path Pdf
Savage tide adventure path pdf Continue Savage Tide Adventure Savage Tide is an adventure path, first published in Dungeon Magazine, adapted to customize the game Corwyn. The adventure begins on the southern continent of Azoria, in the small coastal town of Sasserin, located west of the city of Caldera, and surrounded by the dense, indomitable jungles of Sanjaar. Help the Wild Tide; Savage Tide Player's Guide, Dramatis Person's List of Locations: Atlas Rules Resources Adventure Stories is often asked search links questions When your player characters defeat Wormgod Kyuss on the pulse-pounding conclusion of Age of Worms Adventure Path in this very matter, they will save the world itself from unspeakable danger. They end the campaign as sovereigns of their own nation, inheriting the kingdom's problems, facing political and military challenges from all sides. From their chic palace chambers in Alhaster, they will look proudly and melancholy at the waters of the Lake of Unknown Depths, remembering the simplicity of their humble beginnings. Chances are your players will be looking for new challenges too. Within four short months DUNGEON comes to the rescue with Savage Tide Adventure Path, a 12-installment campaign designed to take characters from heady days of the first level all the way to Level 20 duties. Running every month from #139 to the dungeon #150' aeda, Savage Tide takes players on an ocean journey that begins in the prolific southern jungle and leads deep into the heart of the treacherous Lower Planes. The action begins in the port city of Sasserin, where the canny merchant princes exploit the natural wonder of the vast jungle at the very edge of civilization. -
Introduction Editorial Credits Art and Cartography Credits Other Sources
Introduction Art and Cartography Credits Sometimes the idea for an adventure can start with a Cover: Minotaur outline, “Mythological Creature Graphics,” picture. by freevector.com. In this case, it’s an illustraton by Eva Widermann that she Green hand-painted background Designed by Layerace - did for the January 2006 issue of Dungeon magazine to Freepik.com accompany the Age of Worms adventure, The Spire of Long The base map of Smugglers’ Grotto is the Patreon- Shadows. suppored, commercially available map “Carmine Archives of the I wish I could reproduce it for you. The best I can do is Granite Marsh” available from the library of Dyson Logos, describe it and provide you with this link: https://rpgcharacters.wordpress.com/maps/commercial- http://paizo.com/dungeonissues/130/ maps/ DA130_Supplement_L.pdf The map of Baldur’s Gate was a hand-drawn facsimile by Like many of the illustrations Widermann did for Age of the author based on cartography found in various products by Worms, it was evocative of the style and storytelling Paizo TSR and Wizards of the Coast. Publishing was doing at that time. Not to be missed is the pencil NPC illustrations from Elmore Character Clip Art and Color rough of the same picture, which appears with the issue’s table Customizing Studio, c. 2002 Elmore Productions, Inc. The of contents on Page 7. Credit must go to art director Sean Elmore signature is a trademark of Elmore Productions, Inc., Glenn, managing editor James Jacob and editor in chief Erik Leitchfeild, Ky., all rights reserved. Art and text from the Mona. -
Dungeons & Dragons
Dungeons & Dragons 5th Edition Age of Worms Adventure Path Conversion Guide The Whispering Cairn Dungeon Issue #124 Sample file DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright [2016] by Stenzel Imaging and published under the Community Content Agreement for Dungeon Masters Guild. Wind Duke Glyphs: Subtract 5 from the Knowledge DC for information known Whispering Cairn 1. Coward’s Rest Wisdom (Survival) DC 9 to notice wolf tracks. Intelligence (Knowledge) DC 10 to remember story of girl Wisdom (Perception) DC 10 to notice whittling shavings Wisdom (Perception) DC 5 to notice thin hollow tubes Wisdom (Perception) DC 5 to notice faint green light from the north 2. Transport Alcove Automatically notice shiny black shards Intelligence (Investigation) DC 5 to discover runes on frame Intelligence (Arcane) DC 5 to know the runes signify transportation 3. Collapsed Passage Nothing 4. Hall of Honor Nothing Sample file 5. Wolf Den Automatically find backpack Wisdom (Perception) DC 10 to find carved armband Wisdom (Perception) DC 15 to find marble finger in rubble 6. Gallery of Seven Lanterns Nothing 7. False Tomb Intelligence (Arcane) DC 15 to know the info about personal glyph Strength (Athletics) DC 10 to shift sarcophagus Sarcophagus trap: Burning Hands, 3d6 fire damage in a 15 ft. -
BASE SET RULEBOOK Claim to Know All of Varisia's Secrets, and in Its Darkest Shadows an Ages-Old Evil Stirs Once More
Welcome to Varisia. It’s a realm dotted with the monolithic relics of an empire long since crumbled, a rough but majestic land of misty forests and rolling plains bordered by sharp peaks and bountiful seas. Its people are hardy pioneers and newly minted nobles, all eager to carve names for themselves from the stern landscape. Beyond the settled lands, beasts and giants unused to civilization's encroachment stalk the hills and woods, making short work of the unwary and legends of the bold. Yet none can BASE SET RULEBOOK claim to know all of Varisia's secrets, and in its darkest shadows an ages-old evil stirs once more. RULES SIDEBARS Dark rumors Object of the Game In the Pathfinder Adventure Card Game, your party of adventurers Throughout this rulebook, you’ll find a number of sidebars that whisper that races against time on a quest to defeat a dangerous villain. Each look like this one. These sidebars explain general rules that the Runelords player has a deck of cards representing a character. In most deserve special attention. Make sure you read them all! have returned. scenarios, your characters explore a variety of locations as you try But the story to hunt down the villain. You’ll need to clean out or protect these locations so you can defeat and corner the villain before time runs STRATEGY SIDEBARS is not yet out. As you play more games, you’ll complete scenarios, improve You’ll also find a variety of sidebars that look like this one. written, and your deck, customize your character, and take on more and more These offer advice about game strategy. -
The Shackled City Table of Contents Adventure Path
THE SHACKLED CITY TABLE OF CONTENTS ADVENTURE PATH INTRODUCTION . 5 CHAPTER SEVEN: Preparation . 5 SECRETS OF THE SOUL PILLARS . 198 Campaign Background . 5 Wherein the local clergy makes the terrible mistake of not Cast of Characters . 9 hiring enough assassins for the job. Cauldron . 11 Cauldron’s History. 11 CHAPTER EIGHT: Regional Timeline . 12 LORDS OF OBLIVION . 222 Life in Cauldron. 13 Wherein a charming local noble woman’s party comes to Rumors in Cauldron . 14 a sudden and gruesome end. Exploring Cauldron. 16 Exploring the Cauldron Region . 27 CHAPTER NINE: FOUNDATION OF FLAME . 248 CHAPTER ONE: Wherein the weather takes a turn for the worse. LIFE’S BAZAAR. 32 Wherein an overzealous merchant from deep below CHAPTER TEN: harvests too aggressively from a local orphanage, and THIRTEEN CAGES . 268 overstays his welcome in the foundations below. Wherein a group of diverse and talented allies learns the folly of not working together against a common foe. CHAPTER TWO: DRAKTHAR’S WAY. 76 CHAPTER ELEVEN: Wherein a tribe of goblins attracts too much attention STRIKE ON SHATTERHORN . 288 and brings unwelcome guests to its master’s den. Wherein the last fragments of a once-powerful organization are finally reduced to ruin. CHAPTER THREE: FLOOD SEASON. 94 CHAPTER TWELVE: Wherein a solid plan to ransom captured wands turns ASYLUM . 304 sour for three friends and their employees, and a local Wherein a trip to the other side results in an unforseen luminary loses his tongue. adjustment to a prisoner’s cage. CHAPTER FOUR: APPENDIX I: ZENITH TRAJECTORY . 124 MONSTERS . 322 Wherein a tribe of the Sea Mother’s children suffer for sparing the life of a mad prisoner they probably should APPENDIX II: have eaten. -
Map & Handout Supplement
#135 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. PAIZO.COM David Bircham FUNERAL PROCESSION by Mark A. Hart For months, the brutal serial killer Crimson stalked the streets of Saltmarsh, preying on dozens of men and women. Now the murderer lies dead, but although justice has been done, the danger has not yet passed. A soul as wicked and deprived as Crimson’s does not rest quietly, and the local cult of Graz’zt has plans for the coming monstrosity. A D&D adventure for 1st-level characters. Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. 1 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved. David Bircham Eldara Lilybrook David Bircham David Bircham Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. 2 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved. Saltmarsh CemeCemetery e N s w Eldara Lilybrook Spider Swarm Funeral Townsfolk Pyre Crowd Thugs Crimson’s Hearse Constable Pardesh Pallbearers Watchman and Tannerson’s 0 160 Horse Hearse One square = 5 feet feet Robert Lazzaretti Robert Lazzaretti Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. 3 DUNGEON 135 Supplement Permission to photocopy for personal use only. All rights reserved. The Slaughterhouse Basement Level 3 10 23 9 2c Cattle 21 Pens 22 2b 19 8 2a 17b 20 11 18 4a 17a 7 14 Cattle 13 12 4b 16 Pens 15 1 6 5 4c e ramp Ground Floor s leads outside One square = 5 feet N w Robert Lazzaretti Robert Lazzaretti Dungeon #135 Map & Handout Supplement © 2006 Wizards of the Coast, Inc. -
Those Once Loyal” Is an Adventure for Five 25Th-Level When He Received a Vision of Bahamut’S Rebirth, Backed by a Legion of Devils, Dakranad and Dis- Characters
By Robert J. Schwalb An adventure for 25th-level characters illustrations by William O’Connor cartography by Mike Schley TM & © 2009 Wizards of the Coast LLC All rights reserved. “All that happens now has happened before and shall happen again unless we choose otherwise. Since the hated struggle against the elemental host in that sto- ried event recalled as the Dawn War, we have seen the divided god wage endless war as it seeks to reconcile its sundered existence. Over the eons, the platinum wrestles with the chromatic, using and discarding us as they will to slake their thirst for vengeance. Our late patron defeated the enemy, and the enemy has defeated our patron. Time and again they fight, but to what end? One triumphs only to fall as the other gains ascendancy. I have peered through time’s mists, apprehended the distant future, and can see no end to this struggle. My despair at the eternal war impels me to beseech your esteemed council, to urge you to let the Platinum Dragon’s death be the last and to help me put an end to this age-old cycle for all time. Fellow dragons, the time to decide is now.” December 2009 | DUNGEON 173 “Those Once Loyal” is an adventure for five 25th-level when he received a vision of Bahamut’s rebirth, Backed by a legion of devils, Dakranad and Dis- characters. By the end, the characters should be mid- because he knew that if his master returned, the pater slipped into Celestia, moved to the Shining way through 27th level. -
Throne of Night: Dark Frontier © 2013 Fire Mountain Games LLC, Open Gaming License © 2007 Wizards of the Coast
Sample file Chapter 1 by Gary McBride, words and Michael Clarke, art Sample file Special Thanks: Carl and Shirley McBride, Mike and Teresa Hall, Jim Hall, Michelle McBride-Hall, Kimberly Knight, Jesse Emerson and Douglas Muir. Fire Mountain Games LLC www.firemountaingames.com 18795 SW Marko Ln Beaverton, OR 97007 Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Throne of Night: Dark Frontier © 2013 Fire Mountain Games LLC, Open Gaming License © 2007 Wizards of the Coast. All rights reserved. Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (charac- ters, locations, etc.), dialogue, plots, story lines, locations, characters, artwork and trade dress. (Elements previously designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Fire Mountain Games game product are Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d).