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Thursday 13 October 2022

Module list +To Light the Shadows, Classic D&D, Characters Level 1


To Light the Shadows, Classic D&D, Characters Level 1
Low level , looking at
 Has Shadows in it, so no magic weapons very hard module. Heavy treasure.
Sub magic +1 items for +2 items with 1 in 10 charges, identify detects 5 charges left., last for one hour then dies. Last charge (the rolled one) viably starts to crack etc.


The Haunted Keep, Classic D&D, Characters Level 1



The Haunted Tower, Classic D&D, Characters Level 1


High Atop Dragonmount, D&D or 1E, Characters Level 1
The Lost Cache of Father Tomas, 1E, Characters Level 1 (Footprints #5)
Pop Goes the Meazel, 1E, Characters Level 1
The Spider Farm (Melford Series #1), 1E, Characters Level 1
The Melford Murder (Melford Series #2), 1E, Characters Level 1


Shrine of the Oracle (Melford Series #3), 1E, Characters Level 1


The Banked Swamp, 1E, "Low Level Player Characters"


The Disappearance of Harold the Hedge Mage, 1E, Character Levels 1-3
Endless Tunnels of Enlandin, D&D, Character Levels 1-3
Fugitive, Basic D&D, Character Levels 1-3
In Search of the Forgotten City, (Holmes) Basic D&D, For Character Level 3
Goblin's Tooth, Moonless Night, 1E or 2E, Character Levels 1-3
Goblin's Tooth II, Faces of Love, 1E or 2E, Character Levels 1-3


Haunted Inn of the Little Bear (Footprints #15, 1E, Character Levels 1-3


The Nameless Dungeon, Classic D&D, Character Levels 1-3
Stop the Goblin Raid, 1E, Character Levels 1-3 (Footprints #3)
Voices of the Three, C&C, Character Levels 1-3
Beneath the Darkshroud Peaks (Melford Series #4), 1E, Character Levels 2-3


Bandit Stronghold, 1E, Character Levels 2-4 (Footprints #16)
Church of the Poisoned Mind, 2E, Character Levels 2-4 (? Not stated in adventure)
The Hunt for Istan, 1E, Character Levels 2-4
Devilspawn, 1E, Character Levels 3-5
Red Tam's Bones, 1E, Character Levels 3-5
Shadows Over Pendleton, Classic D&D, Character Levels 3-5
Where the Fallen Jarls Sleep (Her Dark Majesty series #1), 1E, Character Levels 3-5


The Ebony Tower, 1E, Characters Levels 4-6 (? Not stated in adventure) (Footprints #6)
Tower of the Elephant (Footprints #13), 1E, Character Levels 4-6
Beneath Black Towen (Her Dark Majesty series #2), 1E, Character Levels 4-6
The Chaos Halls of Belzir, 1E, Character Levels 4-6
The Corrupt Crypt of Ilmater, 1E, Character Levels 4-6
Watchers on the Whyestil, 1E, Character Levels 4-6 (Footprints #4)
The Battle for Gib Rus, 1E (Tournament), Character Levels 5-7
Stormcrows Gather; (Her Dark Majesty #3) 1E, Character Levels 5-7
The Emperor's Lost Army, 1E, Characters Levels 5-7 (Footprints #9)
Hidden Shrine of Tharizdun, 1E, Character Levels 5-7 (? Not stated in adventure) (Footprints #11)
Trident Rock, 1E, Character Levels 5-7
Temple of Dianecht, 1E, Character Levels 5-7 (? Not stated in adventure, based upon encounters)
Ruins of the White Watch, 1E, Character Levels 5-8
The Monastery of the Order of the Crimson Monks, 1E, Character Levels 5-9
The Assassins of Abu-Dala, 1E, Character Levels 5-10


Isensan's Secret, 1E, Character Levels 6-8
Death from Above! , 1E, Character Levels 6-9 (Footprints #10)
Horror of Spider Point, 1E, Character Levels 7-9
The Devil's Bride, 1E, Character Levels 9-13
Keeper of the Old Faith, 1E, Character Levels 9-14 (Footprints #1)
Sanctum of the Stone Giant Lord, 1E, Character Levels 9-14
Vandar's Lost Home, ClassicD&D, Character Levels 9-14
The Forgotten City of Al-Arin, 1E, Character Levels 10-14
The Howling Hills, 1E, Character Levels 10-14
Skein of the Death Mother, 1E, Character Levels 10-14
The (False) Tomb of Horrors, 1E, Character Levels 12-14, Footprints #17

11-03-20 Updated

Thursday 6 October 2022

Savage path +139-150 "There is No Honour"


Savage Tide

The Savage Tide Adventure Path (or simply Savage Tide) is the third and final Adventure Path installment in the Dungeons & Dragons roleplaying game adventure series published in Dungeon. Due to the lapsing of Paizo Publishing's license to publish Dungeon, future adventure paths will be published in Pathfinder. It begins in the city of Sasserine, just north of the city of Cauldron, the setting for the first adventure path.

Story

To quote Dungeon's promotional announcement:
... the Savage Tide Adventure Path, a 12-installment campaign designed to take characters from the heady days of first level all the way to the responsibilities of level 20. Running every month from issue #139 to the milestone DUNGEON #150, the Savage Tide takes players on an ocean voyage that begins in the fecund southern jungles and leads deep into the heart of the treacherous Lower Planes.

Setting

The story is nominally set in the World of Greyhawk campaign setting, but is designed to be easily transported to any of the popular Dungeons & Dragons settings such as the Forgotten Realms and Eberron. Much of it will take place on the Isle of Dread, and Erik Mona has stated that, partially because of this, the campaign will contain a number of Mystara references, including Mystara-specific monsters which have not previously appeared in the current edition of Dungeons & Dragons.

Summary

The campaign begins in the city of Sasserine and the nearby environs, where the party discovers the first clues about an impending disaster called the Savage Tide. The action then moves to the Isle of Dread for the middle portion of the campaign, and the party must deal with the dangers of the island and unearth more information about the Savage Tide. The final third of the campaign takes place in the Abyss, where the party must find a way to stop the Savage Tide and confront its architect.
The Adventure Path consists of the following adventures:
  • "There Is No Honor" by James Jacobs (Dungeon 139, October 2006) – In this opening adventure, the characters are drawn into a murderous family feud. Undead pirates and a powerful thieves' guild feature heavily.
  • "The Bullywug Gambit" by Nicolas Logue (Dungeon 140, November 2006) – Hired to find a missing brother, the characters discover a secret hideout and witness the effects of the savage tide.
  • "The Sea Wyvern's Wake" by Richard Pett (Dungeon 141, December 2006) – The characters begin their journey to the Isle of Dread; the lost city of Tamoachan and a monstrous sargasso are featured highlights.
  • "Here There Be Monsters" by Jason Bulmahn (Dungeon 142, January 2007) – Shipwrecked on the Isle of Dread, the characters travel south along the coast to the colony of Farshore.
  • "Tides of Dread" by Stephen S. Greer and Gary Holian (Dungeon 143, February 2007) – Warned of an imminent attack by a pirate fleet, the characters seek to fortify the colony of Farshore.
  • "The Lightless Depths" by F. Wesley Schneider and James Lafond Sutter (Dungeon 144, March 2007) – On a quest underground to seek the source of mysterious pearls, the characters discover a horrifying city of slumbering aboleths.
  • "City of Broken Idols" by Tito Leati (Dungeon 145, April 2007) – Still seeking clues to the mysterious pearls, the characters travel to the taboo central plateau of the Isle of Dread, to confront the terrible creatures that live there.
  • "Serpents of Scuttlecove" by Richard Pett (Dungeon 146, May 2007) - The characters once again board the Sea Wyvern, this time to sail for Scuttlecove - a hideous city of pirates, slavers, cannibals, and worse - in search of clues to the final Savage Tide and the rescue of their patron.
  • "Into the Maw" by Robert J. Schwalb (Dungeon 147, June 2007) - The party sails into the Abyss itself, seeking to infiltrate a demonic prison fortress and turn its fiendish factions against each other.
  • "Wells of Darkness" by Eric L. Boyd (Dungeon 148, July 2007) - To learn the secret of stopping the savage tide, the party must free Shami-Amourae, succubus-goddess and former consort of Demogorgon, from the Wells of Darkness, deep in the Abyss.
  • "Enemies of My Enemy" by Wolfgang Baur (Dungeon 149, August 2007) - Our heroes travel to Hades, Arborea, and the depths of the Abyss in order to recruit allies against Demogorgon from the eladrin court, daemons, and even other demon lords.
  • "Prince of Demons" by Greg A. Vaughan (Dungeon 150, September 2007) - In the final adventure of the Savage Tide Adventure Path, an army of demons and eladrins stands ready to mount an assault on Demogorgon's Abyssal realm of Gaping Maw. The party must take advantage of this distraction and prevent Demogorgon from activating the Savage Tide and driving a world insane.

Tuesday 4 October 2022

LINKS_Random +Spell Jammer

http://greyhawkery.blogspot.ca/2014_03_01_archive.html


http://spartacus-educational.com/YALMRpopulation.htm

History



D&D sites 

https://www.random.org/ this is for rolling online dice

http://www.mjyoung.net/dungeon/char/clas001.html (Alchemist) new class i think it's incomplete (enjoy)

http://www.dmsguild.com/browse.php?filters=0_0_44703 the place to buy books

http://www.wolflair.com/welcome/hero-la ... fgoduYsAyg 
if you need hero lab here's the place to download it.







Spelljammer Sites

Ad Astra Per Magica*
by Michael Bauser
Snippets of a Spelljammer campaign.
Ahzad Jinsai's Spelljammer Page*
by Ahzad Jinsai
Features a guide and maps to the Known Spheres along with breakdowns of the major Spelljamming organizations.
Ariel's Spelljammer Page
by Ariel Sibal
Lots of ships and magical devices.
BWafer's SJ Site*
by bwafer
A personal site with a mix of Spelljammer and non-Spelljammer material.
The Drawing Board
Extra material from Beyond the Moons.
House Enildarion*
by Tilaurin
Lots of varient Spelljammer material.
Knightfall's Spelljammer Cosmonomicon*
by Robert Blezard
A Shadow of the Spider Moon-friendly cosmology.
Krazy Ivan's "Spelljammer Anonymous"*
by Krazy Ivan
New monsters, ships and psionic abilities.
Random Crystal Sphere Generator*
by Scott J. Caldwell
Generate random sphere layots from the tables in the core books.
Port of Anacostia*
by Richard J. Pugh
Material from the first Spelljammer website.
Shadow of the Spider Moon
New material to support the d20 article in Polyhedron #151 / Dungeon #92.
The Shattered Fractine*
by Mark Doolan
The best, most complete conversion of Spelljammer to D&D 3e.
Tarkas Brain Lab IV
by Leroy Van Camp III
Ship rules, and more, for Spelljammer for D&D 3e.

Crystal Spheres & Campaigns

Dawnspace*
by Piet Kramer
The Light of Dawn campaign, including some technology for AD&D.
Hyrkulspace*
by Patrick Stutzman
The Hyrkulspace crystal sphere, along with some additional goodies.
Magincia*
by Pscion
A campaign that's very inclusive pertaining to character classes, races, and optional rules. Makes heavy use of psionics.
Nilespace*
by Eric Timmers, Rob Goedemans and Hans van Dongen
A crystal sphere with heavy Egyptian influence.

Spelljammer PBeMs

Celestials Play-By-e-Mail Game*
by Patrick Stutzman
Destiny's Blade Campaign*
by Optimus
Jammers PBeM Campaign
DMed by Paul Westermeyer
Archives and other material for the campaign.
Second Wind*
DMed by Noah Bonebrake
Turn summaries for the campaign written up in narrative form.

Indexes by Author

Night Druid's Sanctum
Index of Adam "Night Druid" Miller's work.
Paul's Wildspace Parlor
Index of Paul Westermeyer's work.



 

The Hermit by Gygax (R&D maybe get) - TO DO

The Hermit by Gygax (R&D maybe get)

-charge camera (number one done), number two no
-transfer images (done done) - about an hour? 



‘Inferno: Journey through Malebolge’

Spellbook Games is pleased to announce the release of ‘Inferno: Journey through Malebolge,’ the full and complete description of the ten Circles of Hell, presented in three Books. Journey through Malebolge,” translates the Hell of Dante’s Inferno into gaming terms and completes and greatly expands upon the classic 1980 Judges Guild module, Inferno. The landscape is varied and deadly, and the whole module makes for a challenging test of high-level Adventurers. Information is provided about important denizens of each Circle, the sins and torments, weather, specific rules pertaining to the physical challenges faced by mortals in crossing each Circle, and random encounters. In whole the module features more than 70 individual and unique encounter areas, five of the encounters being with Diabolic Earls.

Journey through Malebolge consists of three books, the first describing the entry into Hell through the Fifth Circle, the second describing central Hell (Sixth, Seventh, and Eighth Circles), and the third describing the Ninth Circle, Lucifer, and the escape from Hell. An appendix provides descriptions and statistics for more than seventy-five of the denizens of Hell. Some of the important locations in Book One include the Gates of Hell, Noble Castle, the River Archeron, Minos’ Palace, the Garden of Succubi, Cerberus’ barn, the swamp Styx, the Walls of Dis, and the City of Burning Tombs; important denizens include Valara, Diabolic Earl Charon (Boatman of Archeron, Diabolic Earl Minos (Judge of the Dammed), Cerberus, Diabolic Earl Plutus, and Phelgyas (Boatman of the Styx). The important locations in Book Two include the River of Blood, Chiron’s Hall, Wood of Suicides, the Harpodrome, the Oasis of Ezrabah, the Hidden Stairs, Geryon’s Treasure Cave, and the Alchemist’s Keep; important denizens include Chiron Lord of the Centaurs of Hell, the Grand Matriarch of the Harpies of Hell, Kemmelnesses, the Diabolic Earl Geryon, and Nimrod of the Nephilim. Book Three describes the innermost part of Hell, the frozen Cocytus, and the path of escape back to the Material Plane, including the Sanctum Luciforus, and the immense Lucifer the Great, the Golden Door leading to the Material Plane, and the Silver Door leading to Purgatorio. A brief description is given of both Purgatorio and Paradisio.

‘Inferno: Journey though Malebolge’ shares common campaign background material with Spellbook Games’ ‘Gazetteers of Hell,’ and describes the same geography at a larger scale. Additional background material about the conditions in Hell is found in Spellbook Game’s Gehenna Primer and Codicil of Maladies. Information about the Devils and other unique monsters appearing in Journey through Malebolge can be found in Spellbook Games’ ‘Inferno: Bestiary.’ Information of the unique enchanted items in Hell is found in ‘Inferno: Treasury.’

The ten Circles of Hell are described in more than 300 pages, with an additional 50 page appendix describing more than 75 of the denizens of Hell, including 5 Diabolic Earls.
Journey through Malebolge is written for the Spellbook Games RPG rule set, ‘Portal to Adventure,’ but is usable essentially ‘as is’ with Advanced Dungeons and Dragons or any similar rule set with very little adaptation. A Games Master using Dungeons and Dragons versions 3.x, 4, or 5, or any similar rules, will require additional preparations.

350 pages with appendix, in 3 books. Now available from DriveThruRPG.com in PDF format and as print-on-demand. The PDF’s can be purchased individually, and a PDF bundle of the module is also available. The print-on-demand books must by ordered individually. A bundle of all of the Spellbook Game’s Hell-related PDF’s is also available.