The Wrath of Juiblex

Total Page:16

File Type:pdf, Size:1020Kb

The Wrath of Juiblex THE WRATH OF JUIBLEX The Crypt Cult Introduction: Beyond the Material Plane, deep into the elemental planes of chaos, a disturbance has occurred. Somewhere between the Plane of Water and the Plane of Earth, a foul land lies. Slime, oozing masses, foul creatures made of gelatinous goo. This is the Plane of Ooze. It is a realm full of brainless, formless aberrations. But suddenly, from the depths of pure ooze, an intelligence rises. The oozes have begun to evolve. They are becoming intelligent, gaining humanoid forms. They are seeping into the Material Plane, plotting the downfall of mankind and the rise of Juiblex. A 4-hour adventureSample for 1st file-level players by JOHN LATTIER 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. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission 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. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. The Wrath of Juiblex 1 huts lies sprawled across the marsh. You see a wagon Introduction full of grain pull into the group of buildings. This is adventure is made to be played in a single The buildings in the village include a few farmhouses, session. It assumes that you own the Dungeon a shrine, and an inn. The players are free to explore Master’s Guide and the Monster Manual. If you the village. A map is provided below: don’t own these, statistics for monsters in this adventure can be found in Appendix A. Though this adventure is set in the Forgotten Realms, it Ander’s House can easily be moved to any D&D campaign This house belongs to the Melton family. Ander Melton, his wife Liena, and their two sons, Urth and setting. The boxed text is meant to be read aloud Lith occupy this house. They are happy to let the to the party. party stay with them during their stay. The Melton family (except Urth) assume the stats of a commoner. Monster References Monster names in this adventure are written in ‘This house is small, but inviting. A warm fire is lit in the bold. Some of them will tell you to see Appendix A. far end of the one-room hut. A set of quilts and pillows If so, look in the back of the book. If no such note is lie on the floor. A table with four seats is in a corner of provided, look in the Monster Manual. the hut. Lith Melton has gone missing for the past couple of days, as well as the innkeeper’s daughter, Laima. Lith The Marsh of Chelimber had disappeared when he was exploring the marshes. When you are ready to start, read the following: Quest: Liena’s Hidden Treasure. Liena Melton hides a secret she has kept to all the villagers since her childhood. When she was a young girl, she once went You have been tramping through a swamp for a while exploring in the marsh and discovered an old crypt now. It was three days since you last saw a town. Your beneath a hill deep in the marshes. Inside the crypt boots sink three inches into the marsh. A light mist was a network of tunnels. Inside a jar she found a covers the ground like a cloak. You occasionally hear the gold necklace studded with diamonds. She left it cry of a blackbird. The air is putrid and musty. It is there, hoping to come for it later. She believes that the unbearably hard to keep your breakfast down. It is Sample crypt might connect with finding her missifile ng son. If only a couple hours after sunrise. Suddenly, you see a the players retrieve the necklace and find her son, she sign. Hammered into the bog, the sign reads: will let them keep the necklace because the Melton BEWARE OF QUICKSAND! VILLAGE OF MERTEL family has little to give. NEARBY. The Marshhill Inn A small town has been built a mile from the sign. The This is one of the only places the party might find a way to Mertel is dangerous, though. Several comfortable way to spend the night. quicksand pits line the way. Every few minutes or so, roll a d6. On a 1-2, the party encounters nothing. On a This inn is unusually quiet. Only a few people are here. A stout, 3-6, the party encounters a quicksand pit. bearded man stands behind a counter, scrubbing it with a Quicksand. The party member in the lead must make towel. A woman stands next to him sobbing. The building has a DC 10 Wisdom (Perception) check to notice the pit. a sad and somber atmosphere to it. A black-haired boy in his A character that enters the area of the quicksand early teens sits at a table staring at a mug of water in front of must make a DC 14 Dexterity (Acrobatics) check to him. escape the pit. On a failed save, the character falls into The man at the counter is the innkeeper, Jaquin the pit. The character’s speed becomes 0, the player Mastik, a human commoner. The woman next to him can’t breathe. After they travel for an hour, read the is his wife Gerda Mastik. She is morning the loss of following: her daughter, Laima. Laima had disappeared while exploring the marshes. The boy at the table is Urth Melton, a human scout. He supports his family by Over the top of a hill, an inviting sight presents itself hunting while his father works in the fields. He is to you. A small village consisting of roughly fifteen sitting solemnly and morning over the loss of his younger brother, Lith. Not for resale. Permission granted to print or photocopy this document for personal use only. The Wrath of Juiblex 2 The Shrine of Tymora The local shrine is being visited by the townsfolk for they wish to ask the goddess to grant that their children be found. The priestess, a tiefling cultist is The Abyssal Crypt constantly giving offerings for the same reason. She A day’s travel from the village of Mertel is a crypt that will tell the players that Tymora has sent her visions was once that of a worshipper of Juiblex. Now, that might connect to where the children have gone. intelligent ooze life forms are using it as a shrine to When the characters meet her, she will be sent a their creator. vision shortly after she is encountered. “I see a crypt! It appears to have been dug into the Developments hillside. It lies in the marshes! But now I see a shadow, a Space. The squares in the crypt are 5 feet each. dark, infernal shadow!” Floors. The floors are paved with ancient blocks of stone. The floors are spotlessly clean. She has seen where the children have gone. The Walls. The walls are made of stone brick and are very shadow was that of Juiblex, the father of oozes. clean. Ceilings. Ceilings are 6 feet high in most rooms, but in areas 1, 3, and 7, the ceilings are roughly 10 feet high. At this point, the players’ next goal should be to find the crypt and explore it. Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. The Wrath of Juiblex 3 4. Barracks 1. The Entrance Room The oozes have set up an ambush of ooze knights to When you reach the bottom of the last flight of stairs, keep watch. you come into a large room. The floors are spotlessly clean. Several passages branch off from this room. A suit This room contains three suits of armor lined up against of armor stands by each passage. Each one holds a the wall. But the armor is not empty. Pale green slime sword. One of the passages leads down a flight of steps. squirms around in the armor, reaching out of gaps in the armor and retreating back into the metal plate. A chest The suit of armor standing next to the staircase is is in a corner of the room. The armor suits animate and actually an animated armor that clutches a flying shamble towards you. sword. It will animate if a non-ooze creature comes within ten feet of the steps. These are the first humanoid oozes the players will encounter in the crypt. Use the stats of an ooze knight (see Appendix A) for the in this room. The 2. Barrows chest contains a potion of greater healing, 100ep, and These rooms were the tombs of the servants who had an adamantine dagger (worth 50gp). dedicated themselves to the chief cultist of Juiblex. 5. Prison Cells In this room is a stone coffin, a few Jars, and a chest. The oozes have been capturing children from the In one of these rooms, the jar contains the gold necklace village Mertel during the past few days, intending to that Liena Melton had found as a girl.
Recommended publications
  • Dungeon Module B4
    Dungeon Module B4 T h e Lost City by Tom Moldvay AN ADVENTURE FOR CHARACTER LEVELS 1-3 Lost in the desert! The only hope for survival lies in a ruined city rising out of the sands. Food, water, and wealth await heroic adventurers inside an ancient pyramid ruled by a strange race of masked beings. This module includes a cover folder with maps, and a descriptive booklet with a ready-made adventure for the DUNGEON & DRAGONS® Basic game. It also includes enough information to continue the adventure beyond level 3, using the DUNGEONS & DRAGONS® Expert game rules. DUNGEONS & DRAGONS and D&D are registered trademarks of TSR Hobbies, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR Hobbies (UK) Ltd. © 1982 TSR Hobbies, Inc. All Rights Reserved. © 1 980 TSR Hobbies. Inc All Rights Reserved IS B N 0-93 56 96 -55-5 P R I N TED IN U.S.A. 9049 Dungeons & Dragons® Basic Set Before beginning the adventure, please read the module thoroughly to become familiar with the Lost City. The DM's Background explains the Lost City's history. The Players' Background is to be Dungeon Module B4 read to the players before the adventure begins. In the Encounter Keys, the encounter number matches the location of the encounter on the maps. The boxed encounter information can be THE LOST CITY read aloud to the players at the right time.
    [Show full text]
  • Monster Manual
    CREDITS MONSTER MANUAL DESIGN MONSTER MANUAL REVISION Skip Williams Rich Baker, Skip Williams MONSTER MANUAL D&D REVISION TEAM D&D DESIGN TEAM Rich Baker, Andy Collins, David Noonan, Monte Cook, Jonathan Tweet, Rich Redman, Skip Williams Skip Williams ADDITIONAL DEVELOPMENT ADDITIONAL DESIGN David Eckelberry, Jennifer Clarke Peter Adkison, Richard Baker, Jason Carl, Wilkes, Gwendolyn F.M. Kestrel, William W. Connors, Sean K Reynolds Bill Slavicsek EDITORS PROOFREADER Jennifer Clarke Wilkes, Jon Pickens Penny Williams EDITORIAL ASSITANCE Julia Martin, Jeff Quick, Rob Heinsoo, MANAGING EDITOR David Noonan, Penny Williams Kim Mohan MANAGING EDITOR D&D CREATIVE DIRECTOR Kim Mohan Ed Stark CORE D&D CREATIVE DIRECTOR DIRECTOR OF RPG R&D Ed Stark Bill Slavicsek DIRECTOR OF RPG R&D ART DIRECTOR Bill Slavicsek Dawn Murin VISUAL CREATIVE DIRECTOR COVER ART Jon Schindehette Henry Higginbotham ART DIRECTOR INTERIOR ARTISTS Dawn Murin Glen Angus, Carlo Arellano, Daren D&D CONCEPTUAL ARTISTS Bader, Tom Baxa, Carl Critchlow, Brian Todd Lockwood, Sam Wood Despain, Tony Diterlizzi, Scott Fischer, Rebecca Guay-Mitchell, Jeremy Jarvis, D&D LOGO DESIGN Paul Jaquays, Michael Kaluta, Dana Matt Adelsperger, Sherry Floyd Knutson, Todd Lockwood, David COVER ART Martin, Raven Mimura, Matthew Henry Higginbotham Mitchell, Monte Moore, Adam Rex, Wayne Reynolds, Richard Sardinha, INTERIOR ARTISTS Brian Snoddy, Mark Tedin, Anthony Glen Angus, Carlo Arellano, Daren Waters, Sam Wood Bader, Tom Baxa, Carl Critchlow, Brian Despain, Tony Diterlizzi, Larry Elmore, GRAPHIC
    [Show full text]
  • Adventures in the Forgotten Realms Deck Checklist Table # Card Pool Verification Player Information
    ADVENTURES IN THE FORGOTTEN REALMS DECK CHECKLIST TABLE # CARD POOL VERIFICATION PLAYER INFORMATION Verifier’s First Name Verifier’s Last Name Player’s First Name Player’s Last Name Verifier’s DCI Number Player’s DCI Number PLAYED TOTAL PLAYED TOTAL PLAYED TOTAL PLAYED TOTAL WHITE BLUE BLACK RED 1 +2 Mace 44 Aberrant Mind Sorcerer 87 Acererak the Archlich 130 Armory Veteran 2 Arborea Pegasus 45 Air-Cult Elemental 88 Asmodeus the Archfiend 131 Barbarian Class 3 Blink Dog 46 Arcane Investigator 89 Baleful Beholder 132 Battle Cry Goblin 4 The Book of Exalted Deeds 47 Bar the Gate 90 Black Dragon 133 Boots of Speed 5 Celestial Unicorn 48 The Blackstaff of Waterdeep 91 The Book of Vile Darkness 134 Brazen Dwarf 6 Cleric Class 49 Blue Dragon 92 Check for Traps 135 Burning Hands 7 Cloister Gargoyle 50 Charmed Sleep 93 Clattering Skeletons 136 Chaos Channeler 8 Dancing Sword 51 Clever Conjurer 94 Deadly Dispute 137 Critical Hit 9 Dawnbringer Cleric 52 Contact Other Plane 95 Death-Priest of Myrkul 138 Delina, Wild Mage 10 Delver’s Torch 53 Demilich 96 Demogorgon’s Clutches 139 Dragon’s Fire 11 Devoted Paladin 54 Displacer Beast 97 Devour Intellect 140 Dueling Rapier 12 Divine Smite 55 Djinni Windseer 98 Drider 141 Earth-Cult Elemental 13 Dragon’s Disciple 56 Dragon Turtle 99 Dungeon Crawler 142 Farideh’s Fireball 14 Dwarfhold Champion 57 Eccentric Apprentice 100 Ebondeath, Dracolich 143 Flameskull 15 Flumph 58 Feywild Trickster 101 Eyes of the Beholder 144 Goblin Javelineer 16 Gloom Stalker 59 Fly 102 Fates’ Reversal 145 Goblin Morningstar 17
    [Show full text]
  • Slimes Just Want to Adventure
    The Juiblexian Slimes Just Want to Adventure A playable ooze race for the world's greatest roleplaying game Matthew Harris (Order #18544524) Credits Writer & Designer: Jacky Leung (@deathbymage) Cover Art: Dean Spencer Interior Art: DomCritelli, Gary Dupuis, Brett Neufeld Some artwork © 2015 Dean Spencer, used with permission. All rights reserved. Special Thanks to my Patrons: Tyler Kennedy, Dave Lee, Jeff McGowain, James Runnings, RPG Kitchen, Robert Walker Special Acknowledgements to Kerry Penaloza, forest_box, and Lluis Abadias (@LluisAdadias) Please check out www.deathbymage.com for more D&D and RPG articles to inspire ON THE COVER A gelatinous cube is nearing its final steps to awakening, your next campaign. lucky for it, a careless adventurer has crossed its path. Another delectable sacrifice for the cube’s path of cognitive ascension. Check out my Patreon for exclusive behind the scenes previews to RPG content, blog articles, and projects. Your support helps ensure more content to be published on the DMsGuild, DriveThruRPG, and more! patreon.com/deathbymage 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 2019 by Jacky Leung (Death by Mage) and published under the Community Content Agreement for Dungeon Masters Guild.
    [Show full text]
  • Created with Hero Lab®
    3.0 A1 Fire Elemental (2) CR 1 XP 400 Elemental, Fire, Small N Small outsider (elemental, extraplanar, fire) Init +5; Senses darkvision 60 ft.; Perception +4 Defense AC 16, touch 13, flat-footed 14 (+1 Dex, +1 size, +3 natural, +1 dodge) hp 11 (2d10) Fort +3, Ref +4, Will +0 Immune bleeds, critical hits, fire, flanking, paralysis, poison, precision damage, sleep, stunning Weakness vulnerability to cold Offense Speed 50 ft. Melee slam +4 (1d4 plus burn) Special Attacks burn (1d4 fire, DC 11) Statistics Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +1; CMD 13 Feats Dodge, Improved Initiative, Weapon Finesse Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4 Special Abilities Burn: Slam (1d4 fire, DC 11) (Ex) If you hit an opponent or they touch you, you inflict fire damage. Darkvision (60 feet) You can see in the dark (black and white vision only). Immunity to Bleeds You are immune to bleeds. Immunity to Critical Hits You are immune to Critical Hits Immunity to Fire You are immune to fire damage. Immunity to Flanking You are immune to flanking. Immunity to Paralysis You are immune to paralysis. Immunity to Poison You are immune to poison. Immunity to Precision Damage You are immune to Precision Damage Immunity to Sleep You are immune to sleep effects. Immunity to Stunning You are immune to being stunned. Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage. 3.0 Common - Gelatinous Cube CR 3 XP 800 Gelatinous Cube (Pathfinder RPG Bestiary 0) N Large ooze Init -5; Senses blindsight 60 ft.; Perception -5 Defense AC 4, touch 4, flat-footed 4 (-5 Dex, -1 size) hp 50 (4d8+32) Fort +9, Ref -4, Will -4 Immune electricity, ooze traits Offense Speed 15 ft.
    [Show full text]
  • 345344-Sample.Pdf
    THE Sample file Credits Project Lead: Micah Watt Writing:Elise Cretel, Drew Dawes, Kerry Jordan, Paul Siegel, and Micah Watt Editing:Micah Watt Layout: Micah Watt Cover Art: Dean Spencer Page Backgrounds Dante Ezio Cifaldi Artwork: Dante Ezio Cifaldi, Dean Spencer, Storn Cook Playtesters Ron Craswell, Sean P. Gorecki, Jay Hickory, Joshua Hopkins, Rachel Love, Jack LeRogue, Jim Nichols, June-Anne Nichols, Erin Watt, Ellen Williams, Kim WR DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dun- geon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wiz- ards 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. Any reproduction or unauthorized use of the material or artwork contained herein Sampleis prohibited without the express written permission of Wizards of the Coast. file ©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. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 1 Table of Contents Introduction 3 Invasive Cube 25 Binary Cubes 4 Jumping Jellies 26 Blackrazor Cube 5 Lubricous Cube 27 Blink Cube of Doom 7 Memory Cube 28 Blue Fire Cube 8 Mirror Cube 29 Death Jelly 9 Poison Cube 30 Displacer
    [Show full text]
  • D&D Skeleton
    INTRODUCTION In summer 2005, the D&D website ran the Creature Competition: Head-to-Head, with sixteen deadly competitors battling for player’s favorite. Eludecia, the lovely succubus paladin, took the crown, destined to appear in an online adventure. Her Fight Club stats have been released (at: http://www.wizards.com/ LEGEND OF THE default.asp?x=dnd/fc/20050824a); the following adven- SILVER SKELETON ture now introduces Eludecia to your players (that is, should they succeed in its goals). An Adventure for Four to Six The Hostel of the Sacred Stone has long been known for its respite, fine beers…and long-standing rumor of a 6th-Level Characters silver skeleton hidden within the nearby aqueduct. So far these rumors have remained just that—no one has successfully ventured too far within the dwarven- CREDITS constructed aqueduct to search out this prize. Several Design: Bart Carroll, Todd Clayton, Mark A. Jindra, have tried, only to be hindered by the kobold tribe also and Robert Wiese calling these tunnels home. Editing: Robert Wiese “Legend of the Silver Skeleton” is designed for four th Typesetting: Nancy Walker to six 6 level characters. This adventure may be started as a side trek while the PCs travel to or from any major Cartography: Mike Schley city, or may stand on its own. Web Production Bart Carroll Web Development: Mark A. Jindra PREPARATION Graphic Design: Sean Glenn, Cynthia Fliege This adventure requires the use of the Player’s Handbook, Based on the original DUNGEONS & DRAGONS® game by E. the Dungeon Master’s Guide, and the Monster Manual.
    [Show full text]
  • Monster Manual V.3.5 Errata
    Monster Manual v.3.5 Errata • DR X/slashing, piercing, or bludgeoning Errata Rule: Primary Sources should be (Ex) When you find a disagreement between two D&D • DR X/adamantine should be (Ex) rules sources, unless an official errata file says • DR X/-- should be (Ex) otherwise, the primary source is correct. One • DR X/silver or cold iron should be (Su) example of a primary/secondary source is text • DR X/magic should be (Su) taking precedence over a table entry. An individual • DR X/chaotic, lawful, holy, or unholy spell description takes precedence when the short should be (Su) description in the beginning of the spells chapter disagrees. A monster’s statistics block supersedes Improved Natural Attack Feat the descriptive text. You can take this feat multiple times, but each time Another example of primary vs. secondary sources it applies to a different natural attack. involves book and topic precedence. The Player’s Handbook, for example, gives all the rules for Rend playing the game, for PC races, and the base class Sometimes two values are listed for rend: one on descriptions. If you find something on one of those the special attacks line and one in the paragraph topics from the Dungeon Master’s Guide or the describing rend. The correct value is listed on the Monster Manual that disagrees with the Player’s special attacks line. Handbook, you should assume the Player’s Handbook is the primary source. The Dungeon Weapon Finesse Feat Master’s Guide is the primary source for topics Some creatures that have this feat lack the +1 base such as magic item descriptions, special material attack bonus prerequisite.
    [Show full text]
  • The Clearing of Castle Caldwell
    B asic Game A dventure C a stle Caldwell and Beyond H a rry W. N uckols CONTENTS IN T R ODUCTION .................................................. 2 Th e Clearing of C astle Caldwell ....................................... 4 D ungeons of T error .................................................. 8 Th e A bduction of Princess Sylvia ..................................... 13 The Great Escape ................................................... 18 The Sanctuary of Elw yn the Ardent ................................... 25 L I S T OF M APS, C H A R TS AND PLAYING AIDS M A P 1: C astle Caldwell, G round Level ......................................... 5 M A P 2: C astle Caldwell, D ungeon Level ........................................ 10 Editor: Michael S. Dobson M A P 3: T reasure M ap ........................................................ 12 G r a phic Designer: Ruth Hoyer M A P 4: R iddle .............................................................. 12 C o v e r Artist: Clyde Caldwell M A P 5: F ortress of Oliver of H orn .............................................. 15 In te r io r Artist: D ou g W atson M A P 6: E ne m y O utpost ...... ................................................ 21 C a r to g r a pher: D iesel M A P 7: S anctuary of Elw yn the Ardent ......................................... 27 T y p o g r a pher: B etty Elmore M A P 8: T reasure M ap #1 ..................................................... 29 M A P 9: T rea su re M ap #2 ............ ........................................ 3 1 © 1985 TSR, Inc D U NGEONS & DRAGONS, D& D. P R ODUCTS OF YOUR M aster Encounter Table . ...................................... Inside Cover I M AGINATION, a nd th e TSR lo go are tr ad e m ark s owned by T S R .
    [Show full text]
  • Dragon Magazine #150
    SPECIAL ATTRACTIONS Issue # 150 Vol. XIV, No. 5 A Taste of Horror: October 1989 11 If you hunt for nightmares, they will surely find you. Publisher The Dragons Bestiary Stephen Inniss Mike Cook 12 In the lands of the mind flayers live their more monstrous relatives Editor The Sunset World Stephen Inniss Roger E. Moore 18 Illithids welcome all strangers to their homeworld with open tentacles. Assistant editor Fiction editor Fangs Alot! The editors Anne Brown Barbara G. Young 28 A Halloween issue without vampires is like a day without sunshine: the revised AD&D® 2nd Edition vampire! Editorial assistant Kimberly J. Walter The Well-Rounded Monster Hunter Dean Shomshak 32 Cthulhu doesnt scare me. I have a degree in art design! Art director Paul Hanchette OTHER FEATURES Production staff Kathleen C. MacDonald Nobody Lasts Forever David Edward Martin Gaye OKeefe Angelika Lokotz 47 All good things must end (sometimes) in the MARVEL, SUPER HEROES game. Subscriptions U.S. Advertising Janet L. Winters Sheila Gailloreto The Serpent of Aledorn fiction by John P. Buentello 52 If a sorcerer creates a monster, he does it for a reason. U.K. correspondent and U.K. advertising Role-playing Reviews Ken Rolston Sue Lilley 60 Looking for new adventures? Here are five that make the search worthwhile. The Role of Computers Hartley, Patricia, and Kirk Lesser 68 Create a world, govern a nation, or whack monsters with your trusty axe all on your home computer. Darkest Secrets Marcus L. Rowland 78 There are some things your TOP SECRET/S.I. agent doesnt know even about himself.
    [Show full text]
  • Dragon Magazine #124
    CONTENTS Magazine Issue #124 Vol. XII, No. 3 August 1987 SPECIAL ATTRACTIONS 17 AERIAL ADVENTURING: Publisher Give wings to your imagination. Mike Cook 18 Sailors on the Sea of Air Ed Greenwood The flying ships of the Forgotten Realms. Editor 22 On a Wing and a Prayer L. Gregory Smith Roger E. Moore The art and science and joy of gliders. Assistant editor Fiction editor 26 Flying the Friendly(?) Skies Thomas M. Kane ® Robin Jenkins Patrick L. Price The sky is the only limit with aerial adventures in the AD&D game. 34 The Wings of Eagles J.F. Keeping Editorial assistants Aarakocra as player characters in AD&D game campaigns. Eileen Lucas Barbara G. Young 37 Kocraa God of the Aarakocra Christopher Jones Georgia Moore A brief word about the lord of the bird-folk. The AD&D Game Second Edition Questionnaire Art director Dont miss this chance to tell us what you want! Roger Raupp OTHER FEATURES Production Staff Marilyn Favaro Gloria Habriga 8 Role-Playing Reviews Ken Rolston Game reviews are back and first in line is WARHAMMER FANTASY ROLEPLAY. Subscriptions Advertising 4 0 Kicks and Sticks Joseph R. Ravitts Pat Schulz Mary Parkinson Filipino martial arts at its best: escrima. 44 New Front-End Alignments Rich Stump Creative editors If youve ever gamed with a Neutral Montyhaul, youll love this article. Ed Greenwood Jeff Grubb 50 Arcane Lore Rich Balwin The secret spells of Odeen the Arch-Mage. Contributing artists 5 4 Packing It All Away Ian Chapman Teanna Byerts Richard Cameron Backpacks: Dont leave for the wilderness without one.
    [Show full text]
  • Stormcrow Tor
    Stormcrow Tor By Bruce R. Cordell illustrations by William O’Connor, Zoltan Boros & Gabor Szikszai cartography by Jason Engle TM & © 2009 Wizards of the Coast LLC All rights reserved. A trio of unscrupulous adventurers called Stormcrow Company once laired in the caverns beneath a weathered pile of stones in the wilderness. It’s been years, however, since the mercenaries have been seen. Rumors suggest Stormcrow Company is no more. If true, then the accumulated loot from raids, rewards, and assaults on dragons’ hoards lies unguarded beneath a crown of jumbled stones. Does anyone dare to claim the prize? 10 August 2009 | DUNGEON 169 Stormcrow Tor “Stormcrow Tor” is a 4th Edition DUNGEONS & The Real Story yet remains beneath the Tor, though in a terrible state DRAGONS® adventure for five characters of 4th level. much changed from her original form. With perse- What no one outside Stormcrow Tor currently knows The adventure is completely self-contained, so it can verance, the PCs can liberate all the treasures that is that the adventuring group wasn’t silenced by an be used in nearly any D&D® campaign. remain in the dungeon, though perhaps they should external threat but by internal strife. In the end, an think twice about claiming the artifact that precipi- artifact pulled from the devastation of a ruined lich’s tated Stormcrow Company’s destruction. BACKGROUND tower (the Wrathstone) drove Stormcrow Company to madness. Tempers and paranoia ran riot. Before Adventure Hooks If players decide to investigate the tor, they can learn all-out internecine rivalry exterminated Stormcrow The player characters hear about a location called the following information with a successful History or Company, each principle fortified his or her portion Stormcrow Tor, which served as the base for a group Streetwise check: of the shared base, gathered secret allies, and tried to of vanished adventurers.
    [Show full text]