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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. -
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. -
Dooming Your Dungeon
DOOM-ing Your Dungeons. Lessons in Dungeon Design from Video Games. Sample file By: Irene D. B. DOOM-ing Your Dungeons. The essay you are about to read is the Credits culmination of almost twenty years of my life experiences. It is not a magnum opus, but my Written & Laid Out by: Irene D. B. first foray into codifying a philosophy that I have been bouncing around in my head for Interior & CoverArt by: Irene D. B. the past two years. That philosophy is that our dungeon design can only be improved by Cartography by: Irene D. B. understanding the language of the similar field of level design for video games. John Romero Quotes provided by: Tiogus of Helldorado The most clear example of the intersection of these two fields can be found by looking no further than the work of Jennell Jaquays. Not only is she considered one of the best dungeon designers, with herDark Tower adventure being nominated for the 1979 H.G. Wells Award for Best Role-playing Adventure, but she also has a very successful career as a video game level designer. This is no accident. I hope that you come away from this essay with a new eye when it comes to designing Sampleyour dungeons file 2 Using This PDF You know what’s wonderful? Technology is wonderful. We’ve gone from painting on walls to using light and subatomic particles to share information. And it is thanks to these innovations in technology that we are able to click on hyperlinks in our PDFs. So, whenever you see textLike This that means you can click on the text and it will take you somewhere. -
Visions Visions
CC07 Special Edition Release Gothic Visions BY TIMOTHY K. WICKHAM WITH THE LEGENDARY GAMES ARTISTS FOREWARD BY CLARK PETERSON MAKE YOUR GAME LEGENDARY! An illustration book designed to enhance any horror-themed game but especially for use with Legendary Games’ line of Gothic Adventure Path Plug-Ins. Gothic Visions contains full-page and half-page print-ready illustrations from every Gothic Adventure Path product for use as visual aids when running our adventures or using our products in conjunction with campaigns of your own design. • 3 • Credits • 4 • An Old School Halloween Present BY CLARK PETERSON • 5 • Welcome to Adventure Path Plug-Ins BY JASON NELSON • 6 • Treasury of the Macabre ART by COLBY STEVENSON • 12 • DITION RELEASE Gothic Heroes: Pregenerated Characters E ART by HUGO SOLIS; CARTOGRAPHY by ROB LAZZERETTI PECIAL • 22 • S The Murmmuring Fountain ART by COLBY STEVENSON; CARTOGRAPHY by ROB LAZZERETTI • 26 • GOTHIC VISIONS: The Fiddler’s Lament ART by COLBY STEVENSON HAM K • 30 • Tomes of Ancient Knowledge HY K. WIC T ART by COLBY STEVENSON TIMO • 34 • Construct Codex ART by COLBY STEVENSON anD JASON JUTA • 42 • Bios • 43 • Legal ©2012 Legendary Games. Permission granted to photocopy this page for personal use only. Gothic Visions Credits Author: Timothy K. Wickham Layout and Design: Timothy K. Wickham Art: Jason Juta, Hugo Solis, Colby Stevenson Cartography: Rob Lazzaretti Foreward: Clark Peterson Legendary Games Team Members: Clinton Boomer, Jason Nelson, Neil Spicer, Greg A. Vaughan and Clark Peterson Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff and to all the authors of the amazing Carrion Crown Adventure Path! About Legendary Games Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer Games, Inc. -
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. -
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 Platinum Appendix
SHANNON APPELCLINE SHANNON A HISTORY OF THE ROLEPLAYING GAME INDUSTRY THE PLATINUM APPENDIX SHANNON APPELCLINE This supplement to the Designers & Dragons book series was made possible by the incredible support given to us by the backers of the Designers & Dragons Kickstarter campaign. To all our backers, a big thank you from Evil Hat! _Journeyman_ Antoine Pempie Carlos Curt Meyer Donny Van Zandt Gareth Ryder-Han- James Terry John Fiala Keith Zientek malifer Michael Rees Patrick Holloway Robert Andersson Selesias TiresiasBC ^JJ^ Anton Skovorodin Carlos de la Cruz Curtis D Carbonell Dorian rahan James Trimble John Forinash Kelly Brown Manfred Gabriel Michael Robins Patrick Martin Frosz Robert Biddle Selganor Yoster Todd 2002simon01 Antonio Miguel Morales CURTIS RICKER Doug Atkinson Garrett Rooney James Turnbull John GT Kelroy Was Here Manticore2050 Michael Ruff Nielsen Robert Biskin seraphim_72 Todd Agthe 2Die10 Games Martorell Ferriol Carlos Gustavo D. Cardillo Doug Keester Garry Jenkins James Winfield John H. Ken Manu Marron Michael Ryder Patrick McCann Robert Challenger Serge Beaumont Todd Blake 64 Oz. Games Aoren Flores Ríos D. Christopher Doug Kern Gary Buckland James Wood John Hartwell ken Bronson Manuel Pinta Michael Sauer Patrick Menard Robert Conley Sérgio Alves Todd Bogenrief 6mmWar Apocryphal Lore Carlos Ovalle Dawson Dougal Scott Gary Gin Jamie John Heerens Ken Bullock Guerrero Michael Scholl Patrick Mueller-Best Robert Daines Sergio Silvio Todd Cash 7th Dimension Games Aram Glick Carlos Rincon D. Daniel Wagner Douglas Andrew Gary Kacmarcik Jamie MacLaren John Hergenroeder Ken Ditto Manuel Siebert Michael Sean Manley Patrick Murphy Robert Dickerson Herrera Gea Todd Dyck 9thLevel Aram Zucker-Scharff caroline D.J. -
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. -
Age of Worms Adventure Path - Diamond Lake NPC Tables
Age Of Worms Adventure Path - Diamond Lake NPC Tables Table 1-A. Generic NPC Encounters (roll d100) 01-04. Member of cult of Wee Jas from middle of the lake 05-08. Member of Bronzewood Lodge outside of town 09-11. Member of Twilight monastery outside of town 12-30. Native of Diamond Lake (random profession) 31-54. Named NPC, roll on Table 2 55-70. Mine worker 71-75. Thugs who work for one of the mine managers 76-79. Traveler (i.e. merchant, random trade good or profession) 80-84. One of 24 workers at the smelting house 85-99. One of 4 guards working at Able Carter Coaching Inn 90-95. One of 7 apprentices to Osgood 96-00. One of six grey elves (male and/or female) that work with Moonmeadow Table 1-B. Emporium Encounters (Roll d20) 1. 1d4 mine workers here to see freak show 2. Mine worker here to visit the Veiled Corridor and has saved up quite a bit to do so 3. Halflings of Curlyfoot party staying at Able Carter here for freak show 4. Deputy Jamis here to visit Veiled Corridor 5. Balabar Smenk with attaché of guards to visit Veiled Corridor 6. Thug of Balabar Smenk here to find latest gossip to relay back to Balabar 7. Mine worker who feels he has a special trick to join the freak show 8. 1d4 men from garrison who are hoping to visit veiled corridor without word getting back to rest of garrison 9. Prominent merchant who comes to Diamond Lake to buy from mine managers 10. -
DUNGEON SUBMISSION GUIDELINES by the DUNGEON Staff
DUNGEON SUBMISSION GUIDELINES By the DUNGEON Staff THE GROUND RULES With few exceptions, submitting an article to DUNGEON requires these important steps: 1. Review these guidelines. 2. Send a query. 3. Wait patiently. 4. Submit the manuscript if approved. 5. Wait patiently. DUNGEON is the official monthly resource for DUNGEON MASTERS, the most dedicated players of the DUNGEONS & DRAGONS game. Freelance writers just like you account for much of our content, and these simple guidelines provide you with the tools needed to get your articles and adventures published in our magazine. Before you submit an idea for publication, it is absolutely critical that you review these guidelines. The Query Before you start writing, send us a query outlining what your adventure or article covers and how long you expect it to be. DUNGEON publishes several different types of articles, each with their own guidelines and ground rules. See the Writing Tips section of these guidelines for more information on how to improve your chances of getting published for each type of article. Adventures: Adventures are the heart and soul of DUNGEON. Some of the finest D&D adventures ever published have appeared within our pages, which have also introduced D&D fans to folks who have gone on to become some of the most well-known and respected names in the RPG industry. Before you submit an adventure to DUNGEON, send us a brief query via regular mail or email (we prefer email). If you email your query to us, please attach the query to the email as a Word document or a rich text file, rather than pasting it into the body of the email.