I Have Been Playing Dungeons & Dragons Since the Early 1980'S

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I Have Been Playing Dungeons & Dragons Since the Early 1980'S Lead Design: Simon Hunter I have been playing Dungeons & Creative Consultants: Dragons since the early 1980's starting with Darren McKinnon, Rodney Chamberlain, Beau Prendergast The Basic Set which cost me $19 and $1 for the pack of 6 polyhedron dice. This was the Interior Art: James Welch, Patrick E. Pullen, Daniel F. Walthall set with the artwork on it by Erol Otis. Over Bartek Blaszczec, Fil Kearney time my school friends and I progressed to DM’s Guild Creator Resources the Expert Set and then onto the more Additional art provided by Wizards of the Coast complex 1st Edition and 2nd Edition Maps: Advanced D&D. Simon Hunter Due to real life commitments I skipped Special Thanks: playing 3rd and 3.5 Editions even though I Inkarnate, Campaign Cartographer 3+ still had the core rulebooks. In 2010 a bunch Lord Zsezse Works of my friends and I started a 4th Edition Credits: campaign and it was a blast. We had tiles and The Border Kingdoms by Ed Greenwood and Alex Kammer miniatures and a great Dungeon Master who made the story come alive. Playtesters: Darren McKinnon, Skye McKinnon, William McKinnon Now that 5th Edition has been around Sabel Hunter, Hannah Hunter for some time, I wanted to return to the role of storyteller. I went through my old https://www.dmsguild.com/product/244431 https://www.dmsguild.com/browse.php?author=Patrick%20E.%20Pullen campaign notes and decided that it was time https://www.dmsguild.com/browse.php?author=James%20Welch https://www.drivethrurpg.com/browse/pub/8224/Axebane-Games for something new, a mix of adventures that http://www.filkearney.com would bring new players into the D&D world in a campaign with my own twist. The DUNGEON MASTERS GUILD (DMS Guild) provide a great opportunity to design and publish all manner of material for D&D, from monster stats and magic items, to full blown adventures and campaigns. In your hands you hold the second adventure of this campaign, a continuation of the previous encounter and the next step in the story. Enjoy Simon Hunter Alias: Emrik Allwatcher August 2020 Sample file DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica 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 2020 by Simon Hunter and published under the Community Content Agreement for Dungeon Masters Guild. Skeletal Green Dragon Wyrmling (700xp) ..... 22 Kslithkor (Dragonborn Scout) .......................... 23 Magic Items .................................................... 24 Harmonised Chime of Opening ....................... 24 Foreword ........................................................... 2 Worn Hat of Holding .......................................... 24 Credits .................................................................... 2 Mundane Items 1 ................................................ 25 Contents ............................................................ 3 Mundane Items 2 ................................................ 25 Notes ...................................................................... 3 Maps ................................................................. 26 Introduction...................................................... 4 Thanks For Playing ....................................... 29 Realm of the Ready Sword .................................. 4 Telcharn .................................................................. 4 Adventure ......................................................... 5 Prelude ................................................................... 5 Part 1 – Entry Level .............................................. 6 When you see text in a box like this it is Cave Mouth .......................................................6 meant to be read out to the party. These boxes contain detailed information about Kobolds and Orcs .............................................6 locations and NPCs. As Dungeon Master Flooded Room ..................................................8 you can paraphrase or change them Prison Cells ........................................................9 completely. Chasm and Tunnel ......................................... 10 Spider and Skeleton ...................................... 12 A box like this gives the Dungeon Master Puzzle Room .................................................. 13 some extra specific information about Part 2 – Lower Level .......................................... 15 certain details. It may have important Cavern Floor ................................................... 15 background information or knowledge Kobold Treasure ............................................ 15 that an NPC knows but cannot divulge. Damp Room ................................................... 15 Errata Mystery Tunnels ............................................ 16 20200825 Initial Release Part 3 – Upper Level .......................................... 17 The Hallway .................................................... 17 Velmissa and Slith ......................................... 17 Final Encounter.............................................. 19 Endgame .......................................................... 20 Treasure .............................................................. 20 Experience .......................................................... 20 Final Words ......................................................... 20 Wizards of the Coast the of Wizards MonstersSample & NPCs ........................................... 21 file Infirmed Kobold (25xp) .................................... 21 Living Mud (100xp) ............................................ 21 Orc Wizard Kargrok (200xp) ............................ 21 Giant Fire Bite Spider (200xp) ......................... 22 protect the caravans of goods travelling up and down the trade route and there are several fortified keeps along the road. The realm is a place devoid of towns and The Elixir campaign takes place in the cities but there is the occasional village that FORGOTTEN REALMS® setting as part of springs up now and then, defending DUNGEONS & DRAGONS 5th Edition ruleset and themselves against raiders and the like. The scenarios. trade route supports a few stone inns but With the release of The Border Kingdoms mostly there are just clearings where by Ed Greenwood and Alex Kammer there caravans can stop for the night. now exists an opportunity for adventurers to make their fortunes, or not, in an area of the Forgotten Realms that has a reputation for being wild and chaotic. Telcharn is a small town of The Player’s Handbook, Dungeon mostly wood and Master’s Guide, and Monster Manual are stone buildings. The required to run this adventure. The Border party find Kingdoms supplement contains a plethora of themselves here information for the area and would prove after hearing about useful for expanding this campaign within the famous cobbler this part of the Forgotten Realms. Hundrar Thornspur. The Dungeon Master should read Perhaps one of the through the adventure first, to familiarise James Welch characters wishes to buy themselves with the flow of the adventure. some of his wares directly from him, having heard that the exported boots are of lesser The party of adventurers can begin the quality or maybe they are returning some old campaign anywhere in Faerûn, travelling boots to be repaired. separately or together to the Border The town itself has quite a few not-so- Kingdoms. Or they may be locals to the honest locals so the party will need to be kingdom, born and bred in the wild wary of their possessions. The local outfitter, roughness and instability of the lands and its one Abrant Zunderscales, sells many items people. for the traveller, all with less than honest sales talk. There are a few inns and other shops all of which are available for the party to browse and explore. See the Telcharn map and the following notes for more information. For more information, read the section The Realm of the about the Realm of the Ready Sword and Ready Sword is a long Telcharn in The Border Kingdoms stretch of land, supplement. located south along the edge of Duskwood Forest and north above the cliffs that form the northern Coast the James Welch edge of the Shaar and the Shaarwall. It is a lawless land, full of bandits and monstersSample and has no king or government. file of Wizards It does, however, offer a fast route for traders going from the Shining Sea to the Golden Road. Because of this heavy trade, several groups of armoured knights called the Crown Blades hire themselves out as escorts to help The Puzzle Room consists of four pillars with an intricate magical device contained within each of them. There are four unique Shape-Stones that the party need to find to open the door to the upper level. These stones are scattered throughout the caves and it is left to the At this point the party has completed Dungeon Master to place them at their the Kobolds in the Open encounter and they discretion. are now ready to enter the cave. This The door to the puzzle room from the adventure can be played without having run caves is only openable by a Harmonised Chime the first encounter, characters will need to be of Opening, see the Magic Items section, at least
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