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Results for tag: Adventure
Posted by:
compliant_screenname
on Apr 30, 2012 at 04:42:13 PM
Sometimes it's hard to come up with an interesting adventure locale. Or... is it? Here are some photos of places within just a couple of hours of my location. Each of these has, at one time or another, sparked an adventure hook with me and I think most of us have similar sights near us where ever we live. All you have to do is look.
![]() This is Pilot Mountain in North Carolina. Those who watched Andy Griffith as children will recognize the name. ![]() A photo of the Cumberland Gap on the Blue Ridge Parkway. What adventure can be found in the valley below? ![]() This one is near Asheville, NC I think. I really dig the mist. ![]() Pinnacle Falls in Virginia. Just imagine a battle here! ![]() Bristol Caverns, TN ![]() The "Varmint" of Burke's Garden ![]() And, an aerial view of Burke's Garden itself - probably Virginia's best kept secret,...
Posted by:
The_Jester
on Feb 23, 2012 at 04:59:57 PM
The second – and likely last – 4th Edition Adventure Path, the Chaos Scar, recently finished with the big Heroic-Tier-ending adventure: Heart of the Scar. Because the Path has just finished, I feel it’s a good time to assess the AP as a whole. I was initially critical of said endcap adventure, as it was level 9-11 when there had only been a handful of prior adventures above level 6, making it seem unlikely players would be high enough to play in said adventure unmodified. Was I right? How well did the AP work? Read on then judge for yourself. Adventure HookThe introduction to the Chaos Scar series can be found here, which includes the following map: The “mission statement” the Adventure Path, as outlined by the above article is: If you’re ...
Posted by:
ritorix
on Nov 7, 2011 at 11:23:37 PM
I've always wanted to write something for Dungeon, but never had time to deal with a submission process. Instead I bring you this little sidetrek, a creation that I played for my own group back in June 2011.
"Best Left Closed" is a side-trek that will take about one game session to play. It is intended as a single-session side trek, taking players from their familiar world to Athas, home of the Dark Sun campaign setting. It is intended for any non-Dark Sun campaign. Its a great thing to run if the normal DM is taking a break, or if you just want to throw your players a curve ball. The difficulty level could easily be adjusted to fit any group. Download the adventure! [i]Background Alarel the Mad is a respected researcher in portal rituals and teleportation magic. His...
Posted by:
Raldorf_HammerKneel
on Sep 19, 2011 at 01:38:48 AM
The heroes slew the mighty Large Green Dragon known as baleanor and is now the heroes of the town of Hammerfall. (Also they gained 500g from the dragons horde! and 1,250 Exp!) Prepare for the next adventure's Conclusion! The Dwarven Halls of Death Part 1
Posted by:
Ryklu
on Sep 4, 2011 at 12:26:37 PM
To be a Dungeon Master, you must first be a storyteller. Each adventure you orchestrate is a chapter in your unfolding work of action, suspense, mystery, and heroism. At times, adventures are momentous stories that propel characters into situations that are dynamic, intriguing, and fun to experience; these are the adventures that bring the players back to the table.
Posted by:
Kauldron
on Aug 25, 2011 at 01:55:53 PM
Nentir inn is bustling with patrons. Most resting before journeying back along the King’s Road to their final destination. Fallcrest is the epicenter of the vale, all roads lead to or from this great city. It is a beacon for the weary traveler and a haven for adventurers. Those seeking employment do not need to look far, every inn and tavern is a place to barter for work. Traevus sat in his corner booth, and twisted the end of his beard in his hand. He was starting to get impatient and worried. He watched everyone that entered the inn. He scanned the growing crowd in the tavern. He has seen just about one of every race and even some that he has never seen. He got ...
Posted by:
Mr_Bamboo
on Jul 12, 2011 at 08:28:01 PM
I've hit an impasse with Ironfell Fortress. I'd got the party to the courtyard; I'd replaced the carrion crawler with some mephits; and I'd called the harpies sirens because that's what they actually are. But at that point I didn't know what to do with them. The troglodytes were supposed to have been slacking off, and I didn't see why this shouldn't be true of the rest of them. The problem is that if I have the PCs fight their way through, I'm going to have a bunch of monsters who just aren't interested or motivated. "Prepare to die, evil scum of a balor's armpit!" declared Gunpowder. "Yeah, whatever," replied the mephit indifferently. But more than that, the whole scenario starts in the wrong way. When the company got past the portcullis, they had to deal with the troglodytes. The particular ...
Posted by:
Mr_Bamboo
on Jul 6, 2011 at 10:20:47 PM
I was going to do something with the Red Hand of Doom, but I turned back to the Lost Mines of Karak with the party trying to get inside Ironfell Fortress. Initially, they thought they'd been rumbled until Kingdom discovered that the guards at the arrow slits were made of straw. That still… Hang on. Straw? In the desert? How did straw get to some abandoned dwarf fortress in the desert? All right, let's pretend that the dwarves left it behind and in the desiccated desert air it was miraculously preserved. Now according to the notes, the troglodytes guarding the gate have got a little lazy because this isn't exactly Beau Geste and the Tuaregs aren't charging over the dunes on camels (Monday, Wednesday and Friday except for Ramadan; Sundays extra). Troglodytes are chaotic evil creatures, ...
Posted by:
Yuu.Lloyd
on Jun 2, 2011 at 07:44:01 AM
Chapter 1: The Road to Loud Water. |
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