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Set in Ravenloft and may be played as a stand-alone or as the sequel to the Forgotten Realms adventure Castle Spulzeer. Four from Cormyr. Hellgate Keep. How the Mighty Are Fallen. Adaptable for any low to high level campaign. Marco Volo: Arrival. Marco Volo: Departure.

Marco Volo: Journey. The Return of Randal Morn. The Secret of Spiderhaunt. The Sword of the Dales. Undermountain: The Lost Level. Undermountain: Maddgoth's Castle. Undermountain: Stardock. Wyrmskull Throne. Steven Schend and Thomas M. Expedition to Undermountain. Eric L. Christopher Perkins. Cormyr: The Tearing of the Weave. Richard Baker , Bruce R. Pool of Radiance: Attack on Myth Drannor. Shadowdale: The Scouring of the Land. Richard Baker , Eric L. Anauroch: The Empire of Shade.

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Boyd and Eytan Bernstein. Faiths and Pantheons. Boyd and Erik Mona. Forgotten Realms Campaign Setting. Ed Greenwood , Sean K. Reynolds , Skip Williams and Rob Heinsoo. The Grand History of the Realms. Brian R. Boyd and Thomas Costa. Lords of Darkness. Jason Carl and Sean K. James Wyatt and Rob Heinsoo. Mysteries of the Moonsea. Wil Upchurch , Sean K. Reynolds , Darrin Drader and Thomas M. Ed Greenwood and Eric L. Boyd , James Jacobs , and Matt Forbeck. Serpent Kingdoms. Lady Moonfire is attracted to tieflings, and she might court a tiefling character who at any point succeeds on a DC 15 Diplomacy check while around her.

Lady Moonfire has developed a fascination for the High Forest, and she is seeking a band of explorers to accompany and safeguard her on a trip into the woods. No doors or windows keep out the elements or the squatters. Everyone in the neighborhood ignores this building because the abandoned tenement stands over the subterranean lair of the Lady of Shadows.

If PCs learn of the Lady of Shadows and come here to investigate, see the Lair of Shadows adventure location on page By night, raucous noises issue from the pub situated along the west wall. About two thousand people live in and around Loudwater. A few particularly interesting NPCs are presented here. Each has information he or she might impart to the PCs. Curuvar the Brazen This middle-aged man looks as though he might have stepped from the pages of an illustrated history of wizards. With a long black beard, a robe stitched with stars and moons, a staff set with a fossilized raven, and a pointed hat, Curuvar would stand out even among other wizards.

Personality Traits: Curuvar is an eccentric wizard who is suspicious of strangers and notoriously close-mouthed. Motivation: Curuvar seeks information pertaining to the Dire Wood. My wizardry easily incapacitated them. I took the horn totem as a souvenir. When they return, he relates the following:.

Anyhow, listen well—the so-called Ogre King was no mere ogre—it was a being called an oni, an ogrelike beast with mystical powers. This particular oni inhabited the barrow with a specific purpose in mind—it sought to learn about the Dire Wood. Those silly goblins revere the dead oni like it was some sort of demigod. The goblins never realized the oni was using them as fodder for its explorations. Ridiculous creatures, goblins. Until the PCs prove themselves, he remains tight-lipped. See the High Forest adventure location on page 28 for additional information. Sunsteen Urbeth This balding man, probably in his early thirties, is in excellent shape except for his right leg, which is withered and shrunken.

He uses a cane to hobble around. When his scar activates, it burns with blue fire. If the spellscar activates, the characters see him collapse to the ground, clutching his thigh as the rest of his leg becomes wreathed in blue flame. After fleeing from the goblins, he seeks out the characters to thank them.

He then continues to frequently. Zark This young dwarf wears black leathers, sports several tattoos, and wears a belt ostentatiously set with several silver-hilted daggers. Motivation: Zark is a no-account miscreant who seeks to acquire gold with as little effort as possible. He cares little if his actions result in the injury of another. Information: Zark needs a few people to help him move cargo arriving at the docks. A ship called the Pale Minnow is set to unload barrels of cider during the night, and Zark is the receiver. Zark pays up to three people 5 gp each for their aid. The barrels actually contain several children destined to be slaves.

These children were kidnapped from outlying farms. The buyer is a lizardfolk from Najara. If the PCs ask about the Zelbross Bandits, Zark gladly tells how he was ambushed while on the road with friends. He was the sole survivor, but he gave as good as he got. Zark wants to accompany the PCs so he can keep an eye on his interests. He is also aware of the criminal activities around Loudwater, and he divulges his knowledge to characters interested in the information.

Information: In the course of conversation, Sunsteen is likely to share any of the following information with characters. They live in the ruins of Zelbross. Folks say Zark had a close call a few years ago—the bandits nearly got him. First time it manifested, my leg shriveled up. We think she runs her gang out of a lair hidden somewhere beneath the town. Lady Moonfire This youthful half-elf favors a black gown sewn with silver thread.

Glittering rings decorate her delicate fingers, and a silver amulet hangs regally from her neck. Personality Traits: Lady Moonfire is given to laughter and light-hearted jest. She is likable, though some of the elderly residents in town regard her as flippant and flighty. Favorite Locations: The Green Tankard tavern area 5 and her home area Motivation: Lady Moonfire is the town leader, though she has little interest in civic duties. She would like to visit the High Forest because she feels it would be a grand adventure.

She is also interested in a tower called Draigdurroch, which lies on the edge of the Dire Wood. According to her research, Draigdurroch once held a small library of arcane tomes. If the PCs decide to visit the tower, see the High Forest adventure on page Each is a potential adventure you can weave into your own campaign. The adventures in and around Loudwater are designed for a range of character levels; if the PCs become involved in an adventure for characters above or below their level, you can adjust the levels of the opponents to compensate.

The Barrow of the Ogre King adventure below incorporates the Raid on Loudwater encounter at the beginning of this chapter. The adventure includes a set of encounters and a short dungeon. This first adventure is more thorough than the other adventures in this chapter. Some include only one. These locations lack preconstructed encounters, offering instead several interesting places for you to develop full dungeons. As the characters advance, you can create additional NPCs with new information to lead them farther and farther beyond the borders of Loudwater and into new, exciting adventures.

For many years, goblins have laired in a nearby dungeon hidden in the boughs of the Southwood. This dungeon is known to some as the Barrow of the Ogre King. The barrow is a remnant of the vanished dwarven kingdom of Ammarindar. This dagger is the horn totem see page 11 , which Curuvar stole from the Barrow of the Ogre King, prompting the goblins to attack Loudwater.

Synopsis Goblins lairing in a ruin about ten miles south of Loudwater are agitated by the theft of a relic and attack the town to recover the item. The player characters must then decide whether to deal with the goblins. If the PCs decide to attack the goblins in their home, they must find the Barrow of the Ogre King, face traps and goblins alike, and ultimately enter the ancient catacomb where the goblins interred the Ogre King. Involving the PCs The easiest way to involve the characters in this adventure is to run the Raid on Loudwater encounter.

You have a couple other options for involving characters in this adventure. Garwan has no interest in recovering the items himself, for his adventuring days are over, but he encourages the characters to explore the area. Dead Goblin Shaman: While traveling through the area near Loudwater, the characters chance upon a dead goblin hexer carrying the goblin scroll described below.

Finding the Barrow Several clues and pieces of information can help lead characters to the Barrow of the Ogre King. The PCs can acquire the goblin scroll upon looting the goblin hexer in the first encounter. Unless circumstances prevent the characters from searching the body, they automatically find the scroll. The scroll has the following message written in Goblin. If no. Go and retrieve it. You know how important this is. Without the totem, it will be harder to perform the magic.

We must get the object back if we are to revive the Ogre King! Do not fail. I will continue forward with the magic even if every one of you must be sacrificed. We must get back the totem! High Shaman Sancossug The goblins were numerous and made no effort to conceal their trail, so any character can follow the path without needing a skill check. Characters can also obtain directions with a DC 15 Streetwise check in Loudwater or by asking Curuvar. If characters are interested in learning more about the Ogre King, they can make a DC 20 History check or a DC 15 Streetwise check to learn the following information.

The creature later dubbed the Ogre King discovered the ruins of the dwarven kingdom of Ammarindar in the Southwood some eighty years ago. He established a lair and subjugated local goblins. The Ogre King lasted just ten years, during which time his goblins raided far and wide. The ogre was slain by a group of adventurers passing through the area. The doors are solid stone set in 3-foot-wide, 6-foot-tall frames. The doors are unlocked unless otherwise noted, and they require a DC 25 Strength check to break down. The doors have AC 5, Reflex 5, Fortitude 10, and 80 hit points.

The goblins keep the dungeon illuminated with crude torches. Unless otherwise noted, all areas of the subterranean portion of the Barrow of the Ogre King are illuminated with bright light. When the PCs approach, read: An ill-disguised trail leads through the woods and culminates in a jumble of pale stone ruins. The area is littered with the gnawed bones and visceral remains of various mammals.

Beyond the wall is a wide, grassy courtyard. The trail that leads into the ruins is mostly a ruse. The path leads directly to the overgrown courtyard, which has a trap that deposits ill-prepared wanderers into area B2. The goblins use their own secret entrance see below. Stones cover the courtyard, supported by weakened timbers that collapse when just the right amount of weight is applied. The trap covers a byfoot area. Trigger The trap attacks when three Medium creatures occupy the courtyard. A Large creature counts as two Medium creatures, and two Small creatures count as one Medium creature.

Reflex Hit: The target falls 20 feet into area B2, takes 2d10 damage, and is knocked prone. Miss: The target enters the nearest nontrapped square.

Effect: The false floor opens and the pit is no longer hidden. The floor falls into the pit. The secret entrance lies on the opposite side of the courtyard from where the path enters the area. The goblins move around the edge of the courtyard to get there. The area where the goblins enter is piled with rubble and stone, and the ground is covered with footprints. With a DC 17 Perception check, a character notices that one slab of stone appears loose.

This stone can be moved aside, revealing a hole that contains a ladder. The ladder goes down about 20 feet before entering a small room where a secret door DC 15 Perception check to find leads south to B2. Slaughter Pit If PCs enter this chamber, whether by falling through the false floor or coming down the ladder and through the secret door, the tactical encounter is triggered. Contested Hallway This hallway is cordoned off from two other chambers, and it leads northward to a set of stairs that descends farther into the dungeon.

The room to the west of the hallway contains zombies, and the room to the east contains two goblins. PCs might attempt to sneak down the hall using Stealth checks. If they do not elect to use Stealth or if a character fails a Stealth check, the encounter is triggered. Upper Catacomb The stairway at the end of the hall in B3 descends 10 feet and comes to a set of double doors that leads into this room.

Several goblins and hobgoblins wait inside. When PCs enter this room, the Upper Catacomb tactical encounter is triggered. A door in the east leads to area B5; the door is locked and requires a DC 20 Thievery check to open. In the northwest section of the room, a pit opens into area B6. A stairway descends into the pit. Goblin Warren A short, foot-wide passage provides access to the chamber where most of the goblins in the barrow sleep and eat. This chamber has no tactical encounter because the goblins normally occupying this room are encountered elsewhere in the dungeon.

When the PCs enter the area, read: This goblin lair is thick with filth and dung. The room includes a few crude trappings, such as piles of hay for bedding and flimsy, makeshift tables. The southern wall is heaped with a pile of junk, including cracked statuary, broken armor, rusted weapons, bits of cloth and leather, rotting furniture, and other detritus. Treasure: Among the junk and filth of this room are actually a few valuables. Also among the items are two foot lengths of rope, 15 crude torches, and a supply of stale, moldy food and over-fermented ale and spirits.

Ancient Catacomb The desiccated remains of long-dead dwarves lie in the recesses of this enormous chamber. The goblins have looted the graves of what few items remained when they moved into the barrow. PCs who attempt to search the recesses find only disintegrating dwarf bones. This chamber has no encounter because the only goblin who enters this area is the high shaman, Sancossug. When the PCs enter this area, read: The floor of the upper catacomb opens to reveal a vast underground cavity.

The walls are covered with holes and recesses containing the disintegrating bones of dwarves. A stone staircase lit with flaming torches at foot intervals hugs the outer wall of the shaft, leaving areas of intermittent darkness amid the illumination. The spiraling circle of torches appears to descend about feet to the bottom level of the chamber. The characters need not make any kind of skill check to descend the stairs. At the bottom of the catacombs, a torchlit corridor leads to the east and opens into a byfoot chamber.

To the east, a large, dirt-encrusted sarcophagus sits in the center of a byfoot recess. A goblin painted with clay and mud stands vigilantly over the sarcophagus. The goblin standing over the sarcophagus is High Shaman Sancossug. He is waiting for the goblin raiders to return with the horn totem so he can perform a ritual that he believes will revive the Ogre King. Sancossug sees the PCs as soon as they arrive at the bottom of the shaft. What do you want? This is sacred ground and you must leave now!

Sancossug is practical and does not throw away his life foolishly. Even if the PCs reveal that they have killed the rest of his tribe, the shaman does not attack, knowing that if these adventurers killed his kin, they might succeed in killing him as well. However, if the characters attempt to disturb the sarcophagus or the tomb in any way, the High Shaman attacks and fights to the death. Who was the Ogre King? He had great and amazing powers. He shall then lead us to glory!

We will get back what was stolen from us at any cost. You must leave now! The skull is inscribed with. The weapon is the skull totem.

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The High Shaman allows the PCs to leave if they give him the horn totem. If the PCs broker this deal instead of fighting, award each of them XP. If the PCs reveal that they have the horn totem or if a character is wielding it but refuses to give it to Sancossug, then he attacks.

If the PCs are concerned that the goblin might succeed in reviving the Ogre King, they might inquire as to the ritual Sancossug intends to perform. Sancossug gladly tells them about the ritual, and a DC 10 Religion or Arcana check allows a character to realize that it is not a legitimate ritual and will have no effect. High Shaman Sancossug.

Goblin Tactics immediate reaction, when missed by a melee attack; at-will The shaman shifts 1 square. Elaborate traceries cover this large humanoid skull. It has two horns, though one is broken off at the base. The skull is bound to a leather-wrapped haft, giving the object the shape and appearance of a mace. Setup A group of goblins occupies this room, keeping guard. The PCs enter the area either through the secret door to the north or from the pit trap in B1.

Starved dogs are kept in a hidden pit trap at the upper area of the room. This encounter includes the following trap and creatures: 2 goblin warriors W 2 goblin skullcleavers S 1 goblin hexer H 4 starved dogs D 1 false-f loor pit T When one or more PCs fall into this room, read: The ground suddenly falls away. You plummet for a moment and then slam into the ground in a large, torchlit room.

Then, regardless of the direction from which the PCs enter the room, read: The chamber ascends steeply to the west. Goblins stand at the top of the slope, partly obscured by intervening statues of dwarves in armor. The goblins instantly raise their javelins.

Great Position If, on its turn, a goblin warrior ends its move at least 4 squares away from its starting point, it deals an extra 1d6 damage on its ranged attacks until the start of its next turn. Bloodied Rage while bloodied The goblin skullcleaver loses the ability to use goblin tactics and can do nothing but attack the nearest enemy, charging when possible.

A covered pit is hidden near the center of the room. A cunning network of weak timber covered with thin flagstone is rigged to drop a creature into a foot-deep pit. When one or more PCs make it to the top of the slope, the goblin warriors retreat and let the skullcleavers fight in melee. All the goblins move along the edge of the trap, trying to lure PCs into the area. The dogs attack any creature that falls into the pit. Trigger The trap attacks when a character enters one of the squares containing the trap.

Reflex Hit: Target falls 10 feet into the pit, takes 1d10 damage, and is knocked prone. Miss: Target returns to the last square it occupied, and its move action ends immediately. Tactics In the first round, the goblin warriors loose their javelins, both aiming at the closest PC they can see. The two goblin skullcleavers delay, but they take an action to charge as soon as a PC makes it up the slope.

The hexer readies a ranged attack against the first PC to appear. The secret of using the stepping disks is lost to time, though. You might choose to base an adventure on the stepping disks by creating a dungeon in deeper, more dangerous Ammarindar ruins. The disk weighs pounds and is movable if any PC wants to transport it for later study.

Rubble: Broken stones cover the floor of the lower area of B2, making the squares difficult terrain. Sloped Floor: These squares are difficult terrain when ascending moving west. The terrain is not difficult for those descending the slope or remaining at the same level moving north, south, or east.

The passage leads into a small chamber and from there up a ladder to B1. Stepping Disk: This disk is shaped like a plug and is inscribed with Davek letters forming nonsensical words. On a successful attack, the creature disappears, arriving in a silvery space that appears to have no end.

Each round, the vanished creature is attacked again.

When an attack fails, the creature reappears on the disk and must step off or else be subject to another attack in the following round. If a creature or object occupies the space in which a character would appear, the character appears in the nearest available square. The magic returns once the disk is placed on a flat surface and left undisturbed for one day. Setup Goblins occupy the shrine to the east, while zombies shuffle around in the crypt to the west. Characters might attempt to sneak down the hall and past the rooms, but each must make a DC 12 Stealth check for every 2 squares moved DC 17 if moving more than 2 squares in a single move.

If characters enter either of the side chambers, or if they fail their Stealth checks, the creatures become aware of them and attack. The zombies are controlled by High Shaman Sancossug and ignore the goblins. This encounter includes the following creatures: 5 zombie rotters R 2 zombies Z 1 goblin skullcleaver S 1 goblin blackblade G When the PCs first enter the hallway, read: This foot-wide flagstone hallway abruptly drops away into a set of stairs to the north.

The putrid scent of death wafts from a closed portcullis on the west side of the passage. A closed stone door seals a chamber on the east. Perception Check DC 12 Faint shuffling sounds emerge from the west. If the PCs do not move using Stealth, then as soon as they are 6 squares into the corridor, the creatures in the side chambers become aware of them and attack. When the creatures attack, read: From the west, dwarflike zombies shuffle forward, mouths open with hunger. To the east, a hulking, haircovered goblin charges out, roaring with fury. Behind it, a smaller goblin darts among the shadows.

Tactics The two zombies move forward first, one using a minor action to open the portcullis. They move adjacent to the nearest PC and attack. The rotters then shuffle forward into any other available squares and join the attack. The goblin skullcleaver rushes through the doorway and attacks the closest PC he can see. The goblin blackblade uses sneaky to negotiate the hallway and find an opportunity to gain combat advantage.

AC; 5 damage. Zombie Weakness Any critical hit to a zombie reduces it to 0 hit points instantly. Combat Advantage A goblin blackblade deals an extra 1d6 damage against any target it has combat advantage against. Sneaky When shifting, a goblin blackblade can move into a space occupied by an ally of its level or lower.

Illumination: Varies; torches in the hallway and shrine keep that area illuminated with bright light. However, the northern and southern alcoves of the crypt are not illuminated by the torchlight and are dark. Crypt: The floor of the room that contains the zombies is slick with mold and covered in bones and refuse.

Squares in this area are difficult terrain for any creatures that are not undead. Among the bones and detritus are a few valuables see Treasure, below. Northern Doors: The creatures in area B4 hear any conflict in the hallway, but they remain in their area, preparing to fight. They prefer to fight in a larger area where they can take advantage of their numbers. Shrine: The chamber to the east contains no features except for a 7-foot-tall stone statue standing on a short marble podium.

Characters might recognize this fact as a sign that the statue was recently unearthed and placed in this chamber. The goblins have placed several offerings at the base of the statue see Treasure, below. Stairs: A creature that falls prone while occupying a square that contains stairs risks tumbling to the base of the stairway.

A creature knocked prone on the stairs must succeed on a DC 15 Acrobatics check or else slide to the bottom of the staircase, remain prone, and take 1d10 damage. Treasure: Both rooms contain a few pieces of treasure. A character can make a DC 15 Perception check in the crypt to locate 20 gp and one ruby worth gp.

Characters in the shrine find a cache on the marble base of the statue containing one potion of healing and gp. Setup When the characters initially see this area, only the goblin hexer and the hobgoblin archer are visible. The hobgoblin soldiers hide out of sight at the entrance, and the goblin warrior lingers in the nether space of the stepping disk. If the PCs managed to bypass the previous encounter using Stealth, the creatures in this room might be less prepared for a fight.

You should rearrange the starting positions of the creatures as appropriate. This encounter includes the following creatures: 2 hobgoblin soldiers S 1 goblin hexer H 1 hobgoblin archer A 1 goblin warrior see Tactics for starting position When the PCs open the door to this area, read: Double doors open into a wide chamber with a tiled floor. The northwest corner of the room falls away into darkness, though a staircase appears to descend into the pit. South of the hole is a rune-inscribed disk, and to the east of the hole is a fountain.

Several goblins in the chamber are poised for action. Goblin Warrior. Hobgoblin Resilience immediate reaction, when the hobgoblin archer suffers an effect that a save can end; encounter The hobgoblin archer rolls a saving throw against the effect.

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Hobgoblin Resilience immediate reaction, when the hobgoblin soldier suffers an effect that a save can end; encounter The hobgoblin soldier rolls a saving throw against the eff ect. The hobgoblin archer attacks any PC who attempts to approach it or the hexer. The hobgoblin soldiers attack any character who moves into the room, attempting to slow their progress. The goblin hexer has gained a rudimentary understanding of the stepping disk, so on his turn, he also spends a minor action to use a command word and summon the goblin warrior, which can then roll initiative.

The goblin warrior engages any PCs who slip past the two soldiers. The creatures here fight to the death. A falling character can attempt a DC 20 Athletics check to catch hold of the stone for each foot increment he or she falls.

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However, a character can only make three such attempts. Stairway: A slender stairway begins along the north wall and circles down to the lowest level of the catacombs see B7 on page When an attack fails, the creature reappears on the disk and must step off or else take another attack in the following round. Fountain: The squares that the fountain occupies are difficult terrain. A DC 20 History check reveals that the fountain dates back to the dwarven kingdom of Ammarindar. Hole: This gap opens into a foot drop to the floor of B6.

A creature that falls down the hole takes 10d10 damage. This section presents potential adventure locations within the High Forest, though it leaves the specific dungeons and encounters for you to determine. Adventure Sites The High Forest contains esoteric secrets, ancient ruins, and deadly perils. Endless Caverns: Due south of the Star Mounts, a branch of the Unicorn Run flows into a network of underground limestone caverns that stretches for miles.

Most of the passages are natural, but a few are hewn, and many of the branches connect to the Underdark. The caverns are older than the fallen elven realm of Eaerlann, and they have served as lairs for various creatures throughout the ages. The caves have housed several now-dead dragons, drow slavers, and most recently, a colony of azers and fire giants.

Dire Wood: The Dire Wood is a circle of forest bordered by a ring of albino oaks. The outer ring is 60 miles in circumference, and just inside the circle. Within both rings are miles of broken hills that lie under a canopy of living and petrified trees. At the heart of this eldritch woodland is a great butte. Green crystals, said to be the hearts of devils, protrude from the ground along this trail. Many speculate that at the heart of the butte lies the petrified remains of Karsus.

Karsus was a failed deity whose remains are said to mark the ruins of Karse, an ancient Netheril city. Draigdurroch Tower: About a mile east of the Dire Wood is a tower sealed beneath a layer of magic ice. Beneath its frozen cocoon, the tower stands three stories tall and is capped by a windowless spire. At night, witchlights sometimes dance above the tower, accompanied by delicate lyre notes.

A warlock named Draigdurroch built the tower thirty years ago on the edge of the Dire Wood, hoping to enhance his own magic by studying the strange phenomena of the forest. Draigdurroch amassed a personal library of rituals and lore and was said to have forged a warlock pact of mysterious origin. Before he finished his studies, magical weather boiled out of the Dire Wood and sealed his tower in a layer of ice. None have seen him since. This section contains only one tactical encounter, but you should feel free to expand upon the material to create a full-fledged adventure.

Even a town as small as Loudwater has problems with crime. Lately, criminals of the town have had to pledge themselves to the mysterious Lady of Shadows. Criminals who refuse to pledge their loyalty are found without heads outside the Loudwater walls. Few clandestine activities occur without the knowledge of the Lady of Shadows. She runs a protection racket that involves nearly all the shopowners in town, and she bribes members of the Loudwater Patrol to look the other way.

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Inside, the PCs discover that the lair is defended by both a trap and guards. Characters who pass the trapped entryway and overcome the guards can face the Lady of Shadows, who is in reality a dark creeper. If the PCs succeed, they not only put an end to the criminal abuses of the gang but might also find evidence of the slave ring in which Zark and the Zelbross Bandits are involved.

Involving the PCs You have a couple of options for involving characters in this adventure. The Lady of Shadows spent decades hunting and stealing by night in Loudwater before finally deciding to gain power in the town. Calla believes that all the other storeowners in Loudwater have accepted the protection of the Lady of Shadows except for Brosha Manx of the Loudwater Apothecary. Calla regards Brosha as a comrade in arms in this struggle despite his sour persona.

Finding the Lady of Shadows Once the characters are aware of the crime gang, they can seek out the Lady of Shadows and deal with her. Characters can attempt to glean additional information about the Lady of Shadows with a DC 15 Streetwise check. He is a former pickpocket and has a hook in place of one hand and an eyepatch covering one eye. As it is, she left me crippled, like you see me now, and she threatened to take my other hand and eye if she ever catches me thieving without her say-so!

He believes that the gang lairs in the run-down tenement located in the northwest corner of Loudwater area PCs who talk to Kyos learn enough to find the lair. Some characters might decide to wait for Narrows to show up and collect his protection money. The PCs can follow Narrows back to the lair undetected with successful DC 13 Stealth checks each character must succeed. Failure means Narrows notices them and runs to try to lose the group or else fights see his statistics on page 31 if only one or two PCs are following him. Features of the Lair The lair occupies part of an old catacomb and chapel that served Loudwater when the city was larger.

The gang keeps the lair well lit with lanterns and torches. The doors are unlocked and require a DC 20 Strength check to break down. They have AC 5, Reflex 5, Fortitude 10, and 40 hit points. Entryway If the characters investigate the building in the northwest corner of Loudwater area 17 , they find it is an empty shell. Before the characters enter the Lair of Shadows where the tactical encounter takes place, they must first traverse the entryway, which contains a trap.

Refer to the tactical map on page 31 for the location of the trap. After the PCs descend the stairs from the building above and open the first door to the corridor leading to the Lair of Shadows, read: The door opens to reveal a passage 40 feet long and 10 feet wide. The passageway has several torches providing illumination but otherwise appears neglected. Dust and cobwebs fill the corners. At the end of the corridor, a set of double doors leads to the west. A byfoot section of the floor drops away on hinges to a foot-deep pit filled up to ankle height with diluted acid. Trigger When a creature moves into the trapped area.

Reflex Hit: 1d10 damage plus ongoing 5 acid damage save ends , and the target is knocked prone. A character cannot succeed on a saving throw against the acid until he or she is out of the acid. A character who has located the control panel can disable the trap with a DC 15 Thievery check. Destroying the false floor or control panel causes the trap to spring. Raumandar, my stock boy, is a capable enough fighter, but he might not be able to protect me or the store all the time.

Setup If the PCs spring the trap, then the creatures in the next room hear the commotion and are prepared. No matter what, the enemies occupy the indicated positions when the encounter starts. This encounter includes the following creatures: 10 human gang members G 1 elf archer A Narrows N Lady of Shadows L If the characters have already captured or killed Narrows, you can elect to have another tiefling with identical statistics present.

When PCs open the double door to the lair, read: Torches line the walls of this large chamber, yet shadows seem to leap to life in the gaps between the light. Wikipedia in English None. No library descriptions found. Book description. Haiku summary. Add to Your books. Add to wishlist. Quick Links Amazon. Amazon Kindle 0 editions. Audible 0 editions. CD Audiobook 0 editions. Project Gutenberg 0 editions.