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Dungeon #128
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<blockquote data-quote="Kesh" data-source="post: 2631186" data-attributes="member: 1308"><p>The new Dungeon arrived today, and I didn't see a thread on it, so here goes:</p><p></p><p><strong>Shut-In</strong> - After a series of brutal murders, a deranged, mute halfling has been arrested and tried... and escaped on his way to death row. Aristocrats clamor for protection, but the local guard is stretched thin. The PCs are hired to act as bodyguards... but what noble family <em>doesn't</em> have something to hide? (For four 2nd-level PCs.)</p><p></p><p><strong>Age of Worms - The Champion's Belt</strong> - The annual Champion's Games are here! Gladiators from far away lands have come to compete for the honor of becoming a champion. However, the games are run by a noble who is deep in the Age of Worms prophecy, even though he is well-loved by the public. With the help of a rival noble, the PCs can enter the tournament... and hopefully derail the plot to bring a great evil to life. (5th installment of the Age of Worms adventure path for four 9th-level PCs.)</p><p></p><p><strong>Backdrop: The Free City</strong> - Wondering just what shops you can find in the <em>Age of Worms</em> adventure path? Here's a list of the places and people you can use for incidental adventures in the Free City. The article mentions that if you set the adventure in Greyhawk, FR or Eberron, you can still use all these locales; they are general enough to fit in any of the appropriate cities, but enough information is given to use the Free City itself if you prefer.</p><p></p><p><strong>Vampires of Waterdeep - The Fireplace Level</strong> - The PCs are finally in the last stronghold of the Master Vampire of Waterdeep. Here, they will encounter ghosts long forgotten, and monsters placed to destroy any intruders. (3rd installment of the <em>Vampires of Waterdeep</em> adventure series for four 14th-level adventurers.)</p><p></p><p>Dungeoncraft comes back with <strong>Mastering the Game: Winging It, part 1</strong>. Campaign Workbook brings us <strong>The City: Wet Your Whistle</strong>, a collection of taverns; and <strong>The Journey: Express Travel</strong>, going into a few different methods of getting your PCs where they need to go... fast!</p><p></p><p>Preview of next issue:</p><p></p><p><strong>Murder in Oakbridge</strong> - "The PCs match wits with a brilliant assassin driven insane by the accidental death of her daughter years ago. To solve this dark murder mystery, the PCs must use their perception and intellect along with their arsenal of spells and abilities. An <em>Eberron</em> adventure for 5th-level characters."</p><p></p><p><strong>A Gathering of Winds</strong> - "The PCs return to Diamond Lake to consult with the sage Allustan, only to find the place in shambles after a visit from the black dragon Ilthane. Allustan himself is missing, and tracking him leads to an active gate within the Whispering Cairn. Can the PCs survive the fully-active true tomb of Icosiol, General of the Wind Dukes of Aaqa, and claim a fragment of the <em>Rod of Seven Parts</em>? An Age of Worms Adventure Path scenario for 11th level characters."</p><p></p><p><strong>The Twisted Run</strong> - "Faerun's Northlands are home to orcs, trolls, lycanthropes, and worse. When the Lady Alustriel brought the northern nations together, the Beastlord Malar could no longer watch as his wilderness was slowly civilized. The god chose his most worthy follower, anth-Malar, sufficsed him with divine essence, and tasked him with bringing devastation and chaos to all who defiled the wilderness. A <em>Forgotten Realms</em> adventure for 17th level characters."</p></blockquote><p></p>
[QUOTE="Kesh, post: 2631186, member: 1308"] The new Dungeon arrived today, and I didn't see a thread on it, so here goes: [b]Shut-In[/b] - After a series of brutal murders, a deranged, mute halfling has been arrested and tried... and escaped on his way to death row. Aristocrats clamor for protection, but the local guard is stretched thin. The PCs are hired to act as bodyguards... but what noble family [i]doesn't[/i] have something to hide? (For four 2nd-level PCs.) [b]Age of Worms - The Champion's Belt[/b] - The annual Champion's Games are here! Gladiators from far away lands have come to compete for the honor of becoming a champion. However, the games are run by a noble who is deep in the Age of Worms prophecy, even though he is well-loved by the public. With the help of a rival noble, the PCs can enter the tournament... and hopefully derail the plot to bring a great evil to life. (5th installment of the Age of Worms adventure path for four 9th-level PCs.) [b]Backdrop: The Free City[/b] - Wondering just what shops you can find in the [i]Age of Worms[/i] adventure path? Here's a list of the places and people you can use for incidental adventures in the Free City. The article mentions that if you set the adventure in Greyhawk, FR or Eberron, you can still use all these locales; they are general enough to fit in any of the appropriate cities, but enough information is given to use the Free City itself if you prefer. [b]Vampires of Waterdeep - The Fireplace Level[/b] - The PCs are finally in the last stronghold of the Master Vampire of Waterdeep. Here, they will encounter ghosts long forgotten, and monsters placed to destroy any intruders. (3rd installment of the [i]Vampires of Waterdeep[/i] adventure series for four 14th-level adventurers.) Dungeoncraft comes back with [b]Mastering the Game: Winging It, part 1[/b]. Campaign Workbook brings us [b]The City: Wet Your Whistle[/b], a collection of taverns; and [b]The Journey: Express Travel[/b], going into a few different methods of getting your PCs where they need to go... fast! Preview of next issue: [b]Murder in Oakbridge[/b] - "The PCs match wits with a brilliant assassin driven insane by the accidental death of her daughter years ago. To solve this dark murder mystery, the PCs must use their perception and intellect along with their arsenal of spells and abilities. An [i]Eberron[/i] adventure for 5th-level characters." [b]A Gathering of Winds[/b] - "The PCs return to Diamond Lake to consult with the sage Allustan, only to find the place in shambles after a visit from the black dragon Ilthane. Allustan himself is missing, and tracking him leads to an active gate within the Whispering Cairn. Can the PCs survive the fully-active true tomb of Icosiol, General of the Wind Dukes of Aaqa, and claim a fragment of the [i]Rod of Seven Parts[/i]? An Age of Worms Adventure Path scenario for 11th level characters." [b]The Twisted Run[/b] - "Faerun's Northlands are home to orcs, trolls, lycanthropes, and worse. When the Lady Alustriel brought the northern nations together, the Beastlord Malar could no longer watch as his wilderness was slowly civilized. The god chose his most worthy follower, anth-Malar, sufficsed him with divine essence, and tasked him with bringing devastation and chaos to all who defiled the wilderness. A [i]Forgotten Realms[/i] adventure for 17th level characters." [/QUOTE]
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