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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN" "http://www.w3.org/TR/html4/strict.dtd">
An
Official DUNGEONS
&
DRAGONSQGame Supplement
NIGHTRAGE
by
Allen Varney
Part
Two
of
the
Blood Brethren
Trilogy
Table of Contents
........
2
Chapter
8:
Serpent
Oasis
...............
42
Introduction
.........
Chapter
9:
Nightrage Foundq
................
48
Adventure Overview
.........................
3
Chapter
10:
The
Trail
to Koresh Teyd
..........
52
Chapter
1:
Setting the Stage
..................
5
Chapter
11:
Ashinorain
.....................
57
Chapter
2:
About Feathered Serpents
...........
9
Chapter 3: Coh
.........................
Appendices: NPCs, Monsters, and Magic
12
Chapter
4:
Bat Cavern
......................
Non-Player Characters
......................
61
18
Chapter
5:
Travelling in Annelids
.............
26
New Monsters
.............................
62
Chapter
6:
Worms and Worse
.................
29
New Magic
................................
63
...........
34
Monster
Snmmaq
Table
.........
inner front cover
Credits:
Chapter
7:
The
Banks
of
the Nithia
%
Design: Allen Varney
Editing: Karen Boomgarden
Cover
Art:
Fred Fields
Interior
Art:
Timothy Bradsueet
Cartography: Dennis Kauth
Graphic Design: Stephanie Tabat
Typography: Tracey Zamagne
Production: Sarah Feggestad
Special Thanks to Lillian Butler, Nancy Flowers,
Warren Spector, and Don Webb.
TSR
Inc.
TSR Ltd.
120 Church
End,
Cheny Hinton
Camblidge CB13LB
United Kingdom
POB 156
lake
Geneva,
WI 53141 USA
1990TSR,
inc. All Rights Resewed. Printed in U.S.A.
DUNGEONS 8 DRAGONS, D&D, ADVANCED DUNGEONS 8 DRAGONS, and AD8D
are
registeredtrademarks owned by TSR,
InC
HOLLOW WORLD and the
TSR
logo are trademarks owned by
TSR,
Inc.
Distributed to the book trade in the United Slates 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 Ltd.
This module is protected under the copyright laws
of
the United Slates of America. Any reprodunionor unauthorized
use of
the material
or
artwork herein is prohibitedwithout the
express
written permission
of
TSR,
Inc.
ISBN
088038898-6
9310XXX1401
INTRODUCTION
In that world beneath, where continents
&ifi
lazily
moss
the
sky
like dandelion seeds-where,
like
firelight seen through patchment, red sunlight
gleams through the dimetrodons’ translucent spinal
webs-nothing has changed.
Whole civilizations of glory and grandeur, lost for
iifty
centuries
to
the outer world, thrive
lie
trans-
planted orcha,rds. Sages from above would beg to
explore their lands and people; yet the citizens eat
and sleep, mend rips and herd sheep, breed and die,
and know boredom
as
anyone would; and few
thii
can
amaze more than the birth of a calf.
Those who have
seen
the
stars
may retreat here,
sheltered from the dark. The novelty of
this
eternal
noon diverts the visitor like a stage’s mappings. But
even here a thoughtfnl hero may finally comprehend
that nothing has changed. Nothing ever changes.
Here, human minds grow like bonsai trees.
carefull
stunted.
Change
of
scene
offers
a
shifungvantage.
But
as
a
tilt of the head
shows
a
jewels
new facets,
it
also reveals1
5ws.
The nowlties of
this
world
may
only
camouflage
~
an
unexamiaed
and
fearsome
hollow.
the
History
section’s account of the burrowers,
otherwise known in this
uilogy
as
the Great Anne-
lids;
the Adas entries
on
the Merry Pirates, the
Nithians, and the Schattenalfen;
two
monster desc~ptions
in
the Adas-tht
flying viper from the Azcan Empire listing, and the
manscorpions
in
the Nithian Empire entry;
and the entries for Thanatos and Asterius in
thc
Immortals section.
About the &t
The adventure’splot is described in a sequetlcc
chapters,
each
keyed to a single setting or idea. The
chapters
are
summarized in the followingAdventure
Overview. Most of the chapters contain the followin$
entries.
How
Thq
Get
There:
Ways the PCs can reach
thir
place, including a list of
dues
from other chapters
that point here.
The
Scene:
General physical description.
Inve.&atim:
Paths
the,pkyers
can
take
to
gather
dues
leading
them
further
into the adventure.
N
,S
DM NOTES
Events: Occurrences that may happen while the
PCs are present.
Some
are
optional, some manda-
tory.
Where
Next?:
This
entry
des
Nightrage
is the second module in the DUNGEO
the dues
given
in
this chapter and the pkres
they
lead.
Just
as
impor-
tant,
it
summad2es
the
fncn
that
you must convey to
the players
More
the
Pcs
leave
this
am.
Staging
Hints:
From
time
to
time,
the
adventure
offers
notes
on
how
to
stage
a scene-that is, how
to
pace
it,
create
an appropiiatcmwd, and produce cer-
tain
dramatic
&.
Use
this
ad&
to
create
avivid,
memomble adventure for the playus.
Not
wery
chapta
has
all
of
these
enmes;
?me
chap
ten
conrain
extra
enmes
not listed hem
characrers
and
events
described in a chapm
can
appear in
vadous
orders, and your
storyhe
may
well depart from the
default
sequence
this
module
assumes.
Any
text
in a
box
should
he
read
aloud or para-
phtased for the players.
All
other
information is for
yoc
alone.
Reveal
it
only in
response
to
PC
actions.
THACO:
In
statistic
listings,
this
stands
for
“To
Hi
Armor
Class
0.’’
Suhtract the target’s AC from this
number to get the roll needed to hit.
AbiIiy
checks:
The adventure sometimes
calls
for
PGto
make
an
ability
check.
Roll
Id20
and cornpart
the result to the character’s appropriate ability
(Strength, Dexterity, etc.). Ifthe roll
is
equal
D
less than the ability score, the
action
succeeds.
If
the
roll
is
greater than the ability
score,
the
action
fails.
&
DRAGONS@Blood Brethren adventure
trilogy
in
the HOLLOW WORLDm campaign setting.
To
use
this
adventure, you need the D&D@Basic. Expert,
and Companion
sets
and the HOLLOW WORLD
boxed set. Gazetteer 13,
ThC
Shadow Elves. may alw
prove helpful but not
necessary.
This
series
began in module HWAI,
Nighrwail,
and it condudes in
HWA3,
Nightstom.
However,
within broad limits the three modules can
he
played
in
any order. Though part of a series, this adventure
can stand independently with some adaptation. If
you
are
playing
this
module alone,
see
the lead-in
description in the next section, “Adventure Over-
view.’’
Nightrage
works best for a party of four
to
six
player characters (PCs), levels
7-9.
Everything that
follows is for
the
Dungeon Master’s eyes only. Playem
should
NOT
read
huther.
Preparing the Adventure
In
HWAI,
the PG’ quest began in the outer world
and led them to the Hollow World. (Though nomi-
nally beginning in the D&D Known World, this
trilogy
adapts easily to any existing campaign set-
ting.) This
part
of the adventure takes place entirely
in
the
Hollow World; if
you
play it alone, you
can
even
use
PCs native to the Hollow World, according
to
the
guidelines given in the boxed set. In
this
mod-
ule,
native PCs would most plausibly be Azcans,
other nationalities enslaved by the Azcans, or Merry
Pirates; they should not be Schattenalfen or
Nithians.
Update: In the
Timeline
given on the inside gate-
fold of HWAl,
Nightwail,
the
reference
*-
“h~
maqs” should be changed to “Nithia.”
..
.
..,
.,
.
;
.
.
;;:i%
.
.
:
+,,
..,
..
.
..
’.*
>.!
..
.!
..
,’
.
.._..
.
.
I
.,
.I.’
Because this module ranges across 3,000 m
the
Hollow World and through
a
complex storyline,
ADVENTURE OVERVIEW
=
As
outlined at
the
beginning of Nightwlil,
this
trilogy
details an elaborate plot by
the
Entropy
Immortal
Thanatos
to
corrupt
the
Hollow World and
pvtr
of
the
outer
world. He has
set
in motion
wed schemes-in
the Arcan Empire,
the
Nithian Empire, and,
fa
overseas,
the
land of Shahjapur (a
new
culture
introduced in
this
trilogy;
for denils,
see
Night-
storm).
This
module
details
the
Nithian section
of
Thanatos's
plot,
thc
project code-med "Nighagc."
The
boxed
set
outlined
a pivotal mntin
rhe
Hollow
World's bistoty,
the
onslaught of
a
monstrous
me
of
burrowets
(unnamed in
the
boxed
set.
but
one
we
is identified hcrc
called "Great Annelids''). The Annelids' and other burrowers'
devastation throughout
the
Hollow World led
the
lmmomls
to
mite
their
Spell of Premaon. The Spell put
the
Annelids
into suspended animation, beyond even the Entropy
Immor-
uls'
power
to rcvivc
them.
. .
the other
Immorrals
thought.
master he
has
installed one
ofthe
Blood Bmhrm.
the
evil
outer-world
xmts
detailed in rhe fm module of
this
series.
(See
the
"NPCS"
section of
the
zppcndix for
a
mmnmy.)
This
is
the
evil sorcerer Korcsh Tcvd.
THE DECOYED
IMMORTALS
As detailed in HWA1. Thanatos has staged a
doer me
to
divert
host
all
the
world's Imm~rtd~
into
the
distant
past.
With a magical
"timc
marker" he has delayed their remfor
some
months.
Thcrcforc,
for
the
duration
of
this
zdvcnture,
no
dend
speUs
above
2nd led
sm
available! Thc
only
crcep-
tion applies
to
dcrics
of
Thanatas
himself,
induding Simm
of
the
Blood Brethren.
(Simm
figures in HWAI. Note
that
Koresh Tcyd, villain of
this
module,
is
not
z
dcric.)
Clcricr can cast 1st- and 2nd-level
spells
as
usual,
since
these
arise
from
rheir
own
purity of spirit. But higher-led
spells
M
granted by
thcir
patron Immornls. and
the
Immonals
won't
return
until
the
end of
HWA3.
Astadus:
One Immornl,
htsrerius,
has
rcmained in
the
present-but Thanatos captured
him
and has imprisoned
him
in
the
hdof Shahjapur, using a powerful device called a
~mpirc
Yct
now
Thanatos has
revived some
of
the
Annelids.
As
their
sheath.
Asterius
sent
out
2
fraction
of
his awareness to
remc
the
POin HWA1, for he recognizcd
that
as
outsiders in
the Hollow World they have
the
best
bcc
of freeing him. Io
this
advcnnue,
he
can
do
no
more
than
scnd
them
a
few
cnigmztic
dreams.
Optionally, you
can
decide that Asvrius (substituting for the
PCr' patron
Immorrals)
grants PC
de&
spells highcr than 2nd
level.
However, only PCs gain
this
advantage;
NPC
detirs dl
mnot
cast
hieh-level
SOCIIS.
Note that
PC
detis
hive no
due
why
this
shouid be!
KORESH TEYD'S
SCHEME
=
Certain Annelids,
+?xous
lgain
despite
the
kck
oftheir
once-fabled intdlicncc. have been
tunneling
through
thc
World-Shicld,
the
anti-magic
boundarg Layer between
thc
outer
wotld and
the
Hollow World.
Por remns
ddedin
the
fmt
module,
Thanatos
wants
to turn the World-Shidd into
a
honeycomb
of
passages.
This is
pur
of
his plan
to
spread
the
Hollow World's corruption
to
the
outer
world,
the
PCs' home-
land.
Symbionts: To
datc.
the
Annelids
have
tunneled at random
without guidance. But Korcsh Teyd recently mtived in
the
Hollow World (his entry
was
detailed in HWAl) and has begun
supervising
the
Annelids'
tunnding.
He
has
lchicvcd
control
of
the
Annelids with
a
symbiont. a new
organiSm
that
survives
through an attachment
to
the
Annelidd nervous
system.
With
a symbiont aached. an Anndid
obcys
Koresh's commands
to
saturate
the
World-Shieldwirh
NM&.
What
are
the
symbionts, and where did Koresh
get
them?
This
provides
the
cmdmystery of
this
adventure.
hpent-minr
and
Shrtdm:
Io
lieu
of*
full
explanation
at
this
pint,
dice
it
to say
that
Koresh
requires
a
vital
ingredient for
the
production of
these
symbionts:
an
otherwise
innocuous herb called serpent-mint.
This
herb grows only in
rare
spots
in
the Hollow
World. and
Koresh
must
cnlisr
thc
aid of
the
Schaucnllfcn,
thc
dark
dva,
to
procure
it.
Fommtdy,
the
Annelids
givc
Komh
the
vital
element he netds
to
enlist
the
elves'
coopcntion.
The Annelids' leavings, you
see,
indude pure World-Shield
ore. Though he
himself
has no need for
the
waste
me.
Koresh
Teyd can forge it into powerful anti-magical
mor.
With this
armor,
the
Schattenalfen become
much more
powerful and can
ph
the
conquest of
their
hated enemies. Thaefore. thev
have
great incentives
IO
harvest mote serpcnt-mint
to trade to
KOXSh.
Elemmpls: In order to forge
the
World-Shield
ore,
Koresh
requires
SupernaNd
arSistulcc.
He has
morrcd
ompention
fmm
evth
and fm elemends of
the
Elemend Plana, bring-
ing
them
here
to
a
volcatllc vent
in
the
Nithian Empire.
There
they
srzff
and maintain
a
foundry. Nigbuage foundry, that
mates
the
finished World-Shield
armor.
The plibt
ofthe
unwilling
clcmmnls
brings
the
POinto
the adventure. An ewaped
evth
elemental, Gabbro,
enlists
their
aid in
louting
the
foundry and defearing Kotesh Tcyd.
This
inidmission
m
dwdneatly
with
the
one given in
HWA1,ifyouucplayingallthrremodulaofthisuilogg.The
migment
also
imts
incidental missions,
as
ddedin the
Adventure
Summary
below. But fist.
a
Mcr
ADVENTURE SUMMARY
=
The
adventure begins
near
Atardpa.
the
ruins
described in
n
w
U
Chapter 6 ofNighd
as
the
pcs'
arrival
point in the Hollow
World. Prom
there
it progress
to
i
sehattenllfen
urn;
auws
the
continmr to
&chis,
capital
of
the
Nithian EmpirC,
and
it
Drobablv condudes on
the
floadnn
continmr
of
Ashno.
tain. What foliows is only one likely
mu&
the adventure
my
de
C
using
the
settings
desuibed.
Chapter
1,
Setting
the
Stage: The PO
joumq
to
thcir
fist
'I
stopping place and encounter their
first
infomation
sourrc,
a
humble but
garrulous
shepherd named hl.
Dzcl tells
them
the
lore of an important (and cndangcrcd)Hollow World
aeam.
the
fcithmd stpent.
Noone
un
=plain its rapid
population decline.
Chapter 2, ALwutFcatheredSerpnts:
Details,
both
wdl-
known and
sa.
that
the PCs may ~vmruallyuncwcr.
Chapter3, Colirm:Ad~mwnwh~fheFGtaLcona
qum
to
Imu
rhc
supnts'
mysredous
bxeding
pd.
Chw
pint
towvd
the
Nirhiuls, whom
no
m has evaseenin$his
rcgion
bdorr,
and
mwvd
rhe
Sdmmdkn,who
haw
mysmim
ami-magical
mor
thar
mdm
them
llmmt
invincible.
amp, and
the
fmt
brief encounter with Koresh Teyd.
Chapter
4,
Bar
Gvem:
A foray into
a
Schattedm
guerilla
Chapter I, liaveling in Annelid%The PO
gn
to
the
Nithian Empire
via
ht
Annelid-the
hard way-imide
the
gigantic
creature!
Chapter
6,
Worms
and
Worse:
Three thousand
miles
inlad,
thc
PO
again
meet
Koresh Teyd and
his
Nithian henchman
Kruthep, and
they
fmd dues to
the
World-Shield
scheme.
The
be- may tide in Koresh'smagid Scmckhtet-barge. which
pwes
m~thly
through solid radr.
Chapter 7. The
Banks
of
rhc
Nithis:
'Ihc
hemes
qlore
one
of the great cities
of
the
Hollow World, and my
well
meet
its
Phanoh, for bcttcr
or
worn. Koresh Tcyd bas used
flattery
and
deception
to
bdricnd Pharaoh, in order
to
prevent intecference
in his
lvgcr
schcmc.
Clues
lead
to
a
seuet
oasis
in the desert,
and
to
a
mokiog vent in
the
mountains near
the
capital
UQ.
Chapter
8.
Serpent
Ouic:
In
the
desert of
the
Nithim
Empire lies
P
fertile
os.&.
Here
the
feathered
serpents
gathet
and breed. And here
the
PCs
mccf
and fight
a
fierce
tribe
of
manrcorpions,which
are hating
the
serpents'
cou~tls
for
plot element
mystedous
purposes. Do
the
PCs
Preservation?
lfoul
of
the
Spell
of
vital
to
this
adventure.
3
Chapter 9, Nightage Foundry
In
the
heart of
a
river of
lava,
the PO
&ova
how
Koresh
Teyd
makes
the
and-magiql
armor.
With the help of clemends, he forges it from
ore
of
the planetw World-Shield,ftom scavenged
ore
that
the
Annelids mine. But how dwhe
enlist the
clemmds' caaper-
ation?
Chapter
10,
The
Wl
to
Korcsh
Tep!
Beneath the
Nightnge foundry,
the
POconfront
Koresh
Tcyd
(they
think).
Can
the
hemes frec
the
captive clement& and xrpenrs?
Chapter
11.
Ashnorain:
On
this
floating continent the heraes
discoscr
the
mast
secm
lair
of
the
feathered scrpenrs,
the
hatching
chambers;
znd they
meet
the
wingQucen
Moth?
of
the
spcucs-as well
as
the
real
Korcsh
Teyd.
Here the
PO
may
em
gain
the
powcr to
komc
serpents
thnasclvcs!
With
this
powcr,
they
have
the
chance
w
rescue
the rcsidcnts of the
omis
before
the
lava dcsnoys them.
the
Gwr
Annelid's tunnel. You and
they
both
dimbed
down about a
mik.
and then
dimhed
the
gme
disnncc
back up
again;
so
you fwd
pu
mulddt
be
far from
where
you
stwted.
But you cmaged
in
the
Hollow
World:
a
huge spherical
cavern
in
the
core
of
your world,
rhoumnds
of
miles
maw,
with a brilliant red sun floating at its
cmter.
You
stood
on
the
inside
of
this
sphere, Idkgout at a hodEon
that
bends upwvdat huge
islands
flmdng by in
the
sk-at
dismt
Oceans
and mntinents. homes
to
what?
Suddeaty
you
had
to
go back
aud
rethink
eve-
you
k&
before.
But when you tried to
Isk
thc
elves
about
this
ph.
thq
lookcd
s
confused
ss
you. From
their
panic, you gathered
that
the
earth
elcmcnd had
dcpmited
you all somewhcrc
in
thc
Hollow
World that
the
dves
hadn't asked for or
FOR
NEW
PLAYERS.
If you
ue
playing
this
madule
alonc, or
u
the
fmt in
the
series, read
thc
following
scnion
aloud to
the
players
w
bcgin'
the
game.
If you
are
not using
the
Known World campaign
scuing,
make
appropriate s~bsti~tio~~~
DM
Note
The
lnrtodumon
to
rhr
pomr pznllcls
the
opening
of
HWAI.
Nighmu'
The follovnng
conclusion
ddfr
ftom
HWAl
The
change crpcdrrcr
the
vuon
and
dsposcs
01
I-
for
Ghtri
(a powerful
confederacy) and
the
Broken
Lands
(a
savage
territory on
its
borders).
It
you
have
.lrradg
phyed
Nigh&,
ends
thls
module don not
rrpolsc
skip
this
section
and
go
to
&pm
1.
Your Schattenalfen
cyom
blamed you for the
stupme.
Even
though
you
daimed
innocence, they started
to
a&.
But
thcu
the
ground
msc
around
thek
feet! The
elves
nuwd by
their
patron, Auantcod,
as
pillars
of
dirt gm
ro
cover
them.
like
giant
anthills.
The
ht
sounds
you
heard
from
them
were
smdcred
suewns.
A
mouth
opened
in
the
ground not
far
from you.
The
earth
clcmental spokc, in
2
voice like wind through dccp
caverns:
"I
1pn
Gabbro, a holy one
of
my folk. We
of
thc
sod,
and
those
ofthe
flamc.
are
trapped, by
thm
Wre
the
ones I
just
rook. I seck your help.
"I
cm
not
take
you
the-I cmtgo near. or I
risk
the
trap that once held me. PI-.
Go
to that place:
the
pit
with
rodr
that
flows.
Thepeak
that
smokes.
The ool
in
the
sand. In
thc
rich
earth, evil
gmws.
The
Workf-Shicld
4
weak.
The
worms gnaw.
Help
us."
Your whole idea
ofthe
world
has
dungcd-expmded.
Ihc
solid ground you've walkcd all you lives has wed
out
no
more
solid than a nutrhcll.
The
world is hollow.
The
quest
started
routinely enough.
The
Principditiesof
Ghuihired you to fmd
2
cmvan that had gone missing.
You were
also
looking for
the
caravan's
leaders:
two
goblin
princes,
Udm
and
Kano,
and
a
Ghtrian mhr.
a
human named
Ma
Kazc.
The
mision
grew
"ngc
a
fw
days along
thc
trail,
when one morning
the
cledcs
discovctcd
they
had not bccn
granted powcdul spells. You had no idea whx nor whether
this
was
specific to you party alone
or
more widespread.
While
you
were
puzzling
ma
this,
you followed
the
cam-
van's
trail to the ins of Barleycorn
Monastcq,
in
the
Broken hds.
The
whole pke
was
a
me&.
You
found that
the
minis-
ter and
the
goblins had been
looking
for something bc-
neath the monasurg-and they
set
it
frec. Whatem it
was,
it
possessed
thcm,
shrink
the
caravan,
and fled
with it
underground.
In
z
cavcrn under
the
momstcry you saw
the
dead
re-
&
of=
20-foot-long
worn-aeature
that must have
eaten away
the
~UMCI
to
the
monuterg.
Then
you
mer
an
matt
patty
of
strange
folk-elves,
appaxmtly,
but they
were short,
with
pure white
skin
and
hair.
They
called
themselves
"schattenalfen:' and claimed
they were Eent here by
a
drcam vision
from their
patron
mtity,
Atzanteod, to
SCN~
the
possessed princes, whom
they
ded
the
"Blood Brethren:' They called
thc
worm-
aeature
a "Great Annelid."
The
Brehn
had
told
these
Schittenalfen to
wait
for
&s who
would
bc
showing up,
and
the
ekes
&took
you
for
those
allies.
You
wisely said nothing
to
contradict
that.
For
the
elemental's
game
statistics,
dt
the
Monster
Summvy
Tahk on
the
reference
SUPCII.
Talking
with
the
elemend: Gabh,
a
native of
the
Elcmn
d
Phe
of
Earth,
hows
little
ofthis
p!am
and Idsthe
vocabulary to tell important
faro
w
the
PO.
Hc
is describing
matters
as
well
as
hc
can.
"Thc
peak that
smokes"
lies
in
thc
mountains near
'kth
(see
Chapter 9).
"The
pool
in
the
sand"
is
the
feathered
serpents'
ovis
(Chapter
8).
"The pit with
rock
that
flows"
is
the
volcanic
forge
bene&
the
mountain
vent. where
Komh
Teyd
mm
the
Nigh- foundry devoted
ro
proceskg
thc
World-Shield
ore.
"The
worms
gnaw,''
of
coursc,
refers
to
thc
Gmt
Annelids'
NMdS
through
rhc
wotld's
mt.
Gabbto
can
anm
qumions,
kgh
his
answer?
offer
little
help. (For
the
substance
of
his
mea,
eodt
Ieter
chapters.
especially Chapter 9.)
He
condudes
with,
"You must go
far.
Craw
the
wtcr.
Talk
is hard: I say no
more."
The
mouth
in
d
earth
Mnishcs,
lciving
the
ground uomarked.
The PCs should now follow
the
tmil
thmugh the
mountain
to the potr of
&ha.
Go to
Chap=
1.
Gabbro
1s
guide:
If
the
PCs
are
ming
in
the
wrong
direc
rim or
have
uouhle getting started, Gabbro
can
lurk invkihly
underground
as
i
guide.
To
prompt
&em,
he
can
nudge
the
bottoms
of
their
boors.
If
you
wish,
he
can
even bring
thcm
freshly-kiUed (but
nthcr
diq)
nbhb
and
ground
squinrls,
m
reduce
thek
hunting
time
and
sped
them
along.
Play Gahbro
as
an
exotic
sometime
companion; he
even
dcn
pmibilirics
as
comic
relief.
When
the
PCs
mch
colima,
Wbm
vanishes.
However,
the herocs meet
him
again,
and
reme
him,
hter
in
the advo
Lm
the players ask qnestions, get physical descriptiom, and
so
on. For descriptions,
scc thc
baed set's Schattenllfen
section and
this
module's
zppcndix. For
other
questions,
improvise
answers
according to your campaign;
ah,
the
cha-
rm
that
follow rrpllin much
of
the
mystcrg.
Mmy Tongues," which
let
you understand
their
language.
Then
the
clvcs
uscd
a
device to summon
an
earth
NIe
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