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Results for tag: Adventure
Posted by: DMPCHalfteam on Mar 13, 2010 at 02:31:26 PM

Hi, i am a new DM :just had my first session last wednesday. and here are some adventure ideas. say what u think of them and post your own.

1) Tree Top Tower. In a forest there is a HUGE tree at the top there is a villain/treasure. it is protected by a thieves club, and some dryads. Hook is that the mayor's daughter want her monkey back wich went to the top of the Tree. End boss is a thieves master.

2) Gold on the Mountain: There is a rumor that on the top of the mountain is really valuable gold. This turns out to be a man of the golden race; once the god created the golden race: they were plain happy, from them came the silver race: they started to wonder, why are we here? from them came the bronze race, they started a fight. These men became the race of humans we now know. The truth got

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Posted by: KaitouKage on Mar 8, 2010 at 10:26:26 AM

Here's Chapter 2, Page 18 for you cutters.

www.planescapemetamorphosis.com/?p=528

Hope you bashers are enjoying it. I may run a contest soon so stay peery.

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Posted by: Ridar on Feb 21, 2010 at 01:31:34 PM

Hola a todos,

Hoy os traigo una aventura que desde ciudad de reyes hemos creado para todos los amantes del rol y en especial para los amantes del Dungeon & Dragons.

Aguas En Calma es una aventura para Dungeons & Dragons Cuarta Edición. Está optimizada para un grupo de personajes de nivel 10-11.

En esta aventura el Nochallus, un carguero de grandes dimensiones, acaba de atracar en el puerto de Cabo del Grifo. Transporta mercancías con las que comerciar en la  ciudad y  hacer grandes negocios en el puerto, enriqueciéndose en poco tiempo. Pero su estancia en Cabo del Grifo traerá la desgracia al Nochallus, y su búsqueda de riquezas acabara en un trágico y oscuro final...

Este módulo transcurre en Cabo del Grifo, una pequeña ciudad portuaria, donde los jugadores se verán envueltos

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Posted by: MattR on Feb 19, 2010 at 11:51:35 AM

I was browsing through my copy of the Shackled City hardback lastnight. For those of you new to the game this is a compilation of the first adventure path written for Dungeon magazine, all in one updated and beautifully illustrated hardbound book.

Something about the format of the adventure struck me. Let me rewind a bit...

I like my adventures to read like adventures! Yes the new 4e way of presenting encounters seperate from the fluff text is handy in combat, but they don't "read" very well. Important information is often split between the adventure flow/fluff section and the combat encounters section. Illumination, NPC dialog, skill challenges, room descriptions and skill checks split between the two sections annoys me.

Great adventures are not about the system or version you play or

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Posted by: henrybk on Dec 30, 2009 at 05:30:37 PM

My new group is now starting a new campaign. The background story of my character starts at a great army of evil human and dwarf warriors who teamed up (may i remind you that evil races and tribes working together is very unusual) to conquer the world. Surprised by the attack, the people of Ebberon were easily wiped out. except for a large group of paladins, there was more running then fighting. This group of paladins, a very strong secret group who trained daily, sent away all women, children and apprentices to a special hiding place where they would be safe until after the attack, where they could live good lives as anonymous travelers. But during their flight, they were ambushed and killed. all except one Aasimar woman, who used a dimension door spell from the back of the group. Deeply

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Posted by: achesnut on Dec 16, 2009 at 12:41:16 PM

Sir Alteon's Request

After the party was able to do away with that vile betrayer of kin, Brufbar, they were faced with the dilemma of having achieved their only goal. Several suggestions were passed around about what to do next, but after most of the party basely refused the excellent idea of restarting the clan with new, multi-ethnic children, it was agreed to seek a mission from Sir Alteon. Sir Alteon knew of a peaceful band of worshipers of the Raven Queen who needed to be escorted safely back through the forrest to their temple and were willing to pay handsomely for the job. The party agreed to undertake this task and prepared to travel. 

The Journey

As the party prepared for our journey with the Raven Queen's worshipers, Emir had a dream that frightened him. In this dream, the moon

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Posted by: WyattSalazar on Nov 6, 2009 at 12:33:13 PM

I wrote an adventure outline (minus full stat blocks because they're space-consuming, at least for this part – subsequent parts will have stats in a different article) on my blog based on the Spirits of Eden campaign setting of my design. This is the first time I've written with an eye towards making a playable sort of adventure for someone else. Often I just use slapdash notes for my own games. I hope people can get a bit of something out of this. The next two parts will come along this month and the next, along with their stats. As with everything, this is a work in progress! Constructive feedback is welcome. However, do note – this adventure assumes you want some blanks to fill in...though you can play it with the blanks I filled in for you just fine too.

The Clouded Palace Part

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Posted by: blackmage88 on Nov 2, 2009 at 09:39:25 PM

Gather Around, I've a Tale to Tell!

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So, welcome to the first edition of 'Gather Around, I've a Tale to Tell!', the account of my 4E D&D experiences on both sides of the DM screen. Within this post, and the others to follow, will be reports of my efforts to entertain my players and my attempts to survive my DM's own works. These reports will come from several settings, some of them homebrew and some of them Eberronian in nature.

Readers of the Expedtionary Dispatches feature from Dragon Magazine might recall the Dispatch from Janus Gull, which appeared in Dragon #367. Having not run a session in some time, and yet having made time for a Halloween edition, I found Janus Gull to be the perfect idea for my purposes.

Set in Eberron's Eldeen Reaches, Janus Gull is a small fishing village

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Posted by: Flick on Oct 28, 2009 at 09:57:51 PM

THE LEGEND OF SCROOP

Ah, Scroop.  A wizard of forgotten race -- or was he a sorcerer?  Oh, well, it doesn't matter.  Anyway, this fellow Scroop was a member of a band of fearless adventurers, just starting out on their first real adventure.  (Up until then, they had only talked and planned and dreamed of the adventures they would have.)

Yes, having prepared for what seemed like a lifetime, our brave adventurous band finally set out on their first journey.  Through ice and snow they traveled, to the entrance of an apparently abandoned building complex on the side of a mountain, about 20 feet away.

Somehow they managed to get inside.  The annals do not record just how they got in, or who opened the door.  Some say it was Scroop, but realistically, it was probably was one of the fighters. 

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Posted by: xcessor on Oct 19, 2009 at 01:12:43 AM

Baldaur's Gate to Revenge!

We arrived at the merchant city of Baldaur's Gate after making our escape from the slavers and found, almost immediately, a striking portrait of Lyal.  Apparently the artist was none other than the infamous Grum-grum who had survived the battle upon leaving the underground.  We were directed by a city guard to the free people's alliance in the south west of Baldaur's Gate- a community of people who had escaped the slavers. Little was gained here besides reaffirmation that Grum-grum had been searching high and low for his beloved Lyal.  After meeting with Grum-grum at a tavern he was known to frequent, we headed off in search of the required papers to be able to use magic within the city. Along the way we stopped at the Church of Pelor and Bahamut and learned

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