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<blockquote data-quote="SHARK" data-source="post: 449682" data-attributes="member: 1131"><p>Greetings!</p><p></p><p>Hello there! This sounds like fun! I hope people like the scenario! Here goes! I present: </p><p></p><p>THE WINDS OF CHANGE</p><p></p><p>____________________________________________________</p><p>Quote:</p><p></p><p>"1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?"</p><p>____________________________________________________</p><p>End Quote.</p><p></p><p>I run campaigns that range from low-level, mid-level, to Epic-level. I have my own game world of Thandor that I have developed over 15 years. It is generally "High-Fantasy" with healthy doses of grimness and grit throughout!</p><p></p><p>____________________________________________________</p><p>Quote:</p><p></p><p>"2. Why do you think you are a Rat-Bastard?"</p><p>____________________________________________________</p><p>End Quote.</p><p></p><p>Well, I run elaborately detailed campaigns that my players find fun, in that they have lots of campaign and character detail in which to deal with. They face villains that are often utterly vile, wicked and ruthless, and use all of their resources at their disposal to defeat the players or other enemies as appropriate. Players frequently feel enraged by the antics and deviousness of one villain or another. Plots and schemes unfold wherever they go, and the world itself is always full of sinister plots, scheming, wicked peasants, bizarre animals and plants that are never normal.</p><p></p><p>____________________________________________________</p><p>Quote: </p><p></p><p>"3. Post an Iron DM submission using these ingredients: (Note* we are watching the official Iron DM competition and so will also base our selection on that competition). </p><p></p><p>There is no limit on length; however, you don’t want to bore us so keep it reasonable. </p><p></p><p>Pirate Ship</p><p>Quaal's Feather Token</p><p>Saddened Half-Orc </p><p>Windmill</p><p>Succubus</p><p>Skeleton Key"</p><p>____________________________________________________</p><p>End Quote.</p><p></p><p><span style="font-size: 12px">Elements</span> </p><p></p><p>Pirate Ship: </p><p></p><p>The Pirate Ship is Tharannia, an enchanted ship crewed by an elite crew of Lawful Good elves, humans, and Minotaurs. There are a few other unusual races on board, such as several half-orcs, and a Cloud Giant, named Marcus. The ship's commander is the Minotaur Aurellian, a Fighter 20/Cleric 10. The ship is crafted of sleek black oak, and carefully inlaid with silver runes. The sails are transparent blue spider-silk, woven with magical runes that glow and shimmer in the moonlight. The ship has numerous enchanted defenses and magical characteristics. Tharannia has three huge whale flippers to each side, as well as smaller feeler tenticles on the bottom and side of the ship. The ship is intelligent, and has a mystical prow that is carved into a dragon-head. The dragon-head has life-like features, and is animated. It speaks and has a high intelligence, as well as several magical properties. The ship is very fast, and can sail at standard speeds for a heavy warship even with no wind available. When wind is available, the Tharannia can triple such speeds. The Tharannia has been raiding the shores of the island realm of Terragain since Terragain has made war upon neighboring lands.</p><p></p><p>Quaal's Feather Token:</p><p></p><p>A Swan Boat. Aurellian has the Swan Boat token, and keeps it for special missions. Any party seeking to assault the island will need the Swan Boat to reach the island from the Tharannia, because the enchanted sea will be extremely dangerous to cross otherwise. Troops and supplies cannot reach the island because of the draft and the treacherous surf. The Swan Boat is shallow enough in draft, and manueverable enough to avoid these problems. The Swan Boat also allows the transport and unloading of additional troops, henchmen, sollowers, and so on, as well as siege artillery and supplies in bulk.</p><p></p><p>Saddened Half-Orc</p><p></p><p>Sarden, a Half-Orc crewman of the Tharannia, is distraught for the evil forces of Zhandirra, a powerful Wizard who rules the island realm of Terragain, have raided the mainland where he was born, and his father and mother--both Half-Orcs--have been captured, and taken to Terragain. Sarden, a Ranger 10/Rogue 10, feels distraught because the forces that occupy Terragain are said to be powerful demons and terrible monsters. He weeps for the fate of his parents.</p><p></p><p>Windmill</p><p></p><p>Upon the island of Terragain, Zhandirra has built the Windmill of Despair, a great magical device that spins and gathers the wind captured upon a mountain peak, which is then mixed with the screams of the damned and the dying, in a great homage to her lord, the Dark God Garthak. The Windmill of Despair spins, and the wind and the screams are gathered and projected through a canyon that has a series of altars and enchanted gates set up, as well as amplifiers inscribed in stone monoliths. There are enchanted wind-stones that summon air for the windmill to keep blowing, and as it blows at a great pace, the slaves inside are whipped and scourged with a frenzy, as the arms spin faster and faster, round and round, the great runes glow, and magical energy is summoned and captured by Zhandirra in a series of crystal orbs set into monoliths that are situated in ritually-significant locations around the Windmill of Despair, creating a great portal. As more slaves die, and the Windmill of Despair spins more and more, the portal comes closer to completion. When completed, the Windmill of Despair will provide the energy for a portal that will tear through the fabric of reality and unleash a gate that stretches for a thousand miles wide, and six hundred miles high, into the dreaded Realm of Garthak. This great portal will unleash wicked, terrible elements into the prime world that will begin to have immediate effects, changing and mutating the very laws of nature. Land, water, animals, people, the very air will be infused with chaotic energy pumped into the world from the realm of Garthak. A disaster will unfold as hordes of bizarre creatures pour into the prime world, spreading the death and religion of Garthak. An invasion of epic and terrible strength will begin, and the cost will be steep indeed.</p><p></p><p>Succubus:</p><p></p><p>Zhandirra the Succubus, is the ruler of the realm of Terragain. She is 6'4", weighs 185-lbs, has long, curly black hair, and pale silver eyes. She is incredibly beautiful. She dresses in robes of black and purple, embroidered in silver. She is a Wizard 36, and has a powerful palace guard of Half-Fiend/Minotaurs, as well as tribes of evil Gnolls, and evil humans. Her power grows as she conquers and plunders nearby kingdoms and settlements, bringing in more slaves for the sacrificial altars and for the Windmill of Despair. Soon, demonic armies will be at her command, and she will be able to control the fluctuations of the gate, and use magical energy to change other followers into Half-Fiends, providing them with terrible power and strength. Her ambitions grow, though she is enraged by the continued raids made by the Tharannia. Her forces and ships hunt for it at every turn. Zhandirra is intelligent, and very sensual. She will prefer to dominate various members of the party, and bring them over to her cause, one way or the other. If such is impossible, either from efforts through seduction, to magical domination, or through weeks of mind-breaking torture, she will unleash a ferocious bloodlust to have them slaughtered in combat, or have their hearts cut out in a grand sacrificial ceremony to her dark gods! Preferably, some of them can still be alive and cpative, forced to endure the screams of their friends. Zhandirra loves all forms of sexual debauchery, but she also loves power, and exults in lording the power of life and death, of pleasure and pain, of security and of terror over everyone. The screams of the damned bring shivers of pleasure to her as she works on her plans of dominion.</p><p></p><p>Skeleton Key:</p><p></p><p>The Skeleton Key is a great rod-like device of gold and rubies and steel, that is encased in a box of black steel and enchanted glass, and rests in the treasury of a ancient Pyroclastic Dragon that Zhandirra has gained the allegiance of, and has his lair located in vast chambers beneath the temple complex that houses and supports the Windmill of Despair. The enchanted doors that lead to the inner sanctum of the Windmill of Despair can only be accessed by the keys that Zhandirra has, or the reserve, the Skeleton Key that is part of the Pyroclastic Dragon's treasury, and a special charge for him to guard and watch over.</p><p></p><p>Events:</p><p></p><p>Sarden, the Half-Orc Ranger/Rogue, will approach the party in some off-the track town, or perhaps a larger city further along the coast. Sarden will explain the situation, and invite them to meet with Aurellian. Aurellian will explain furthermore, and also discuss the atrocities and past operations by the forces of darkness from the island of Terragain. The party will be sought out because of recent fights, the crew of the Tharannia is depleted from losses, and Aurellian cannot afford a costly assault on the island. Thus, the party is sought out to help. There are no immediate rewards from Aurellian or Sarden, other than friendship and loyalty, though the party is offered the treasure and booty that they gather from their assaults into the island. Aurellian explains that Zhandirra is a powerful Wizard, and she has gathered under her banner numerous powerful mercenaries and briagands from around the area, and even from strange, foreign lands. The treasure they capture they are welcome to keep. Aurellian, and Sarden, want to rescue his parents, and to destroy the Windmill of Despair, and kill Zhandirra.</p><p></p><p>The party will likely have flying spells and such, but the Swan Boat that Aurellian has--the Quaal's Feather Token--will no doubt come in very handy for any plans for assaulting the island, and useful for unloading troops and supplies, but also for proceeding with diversionary attacks from other directions as the party seeks to infiltrate the important areas of the island. Such diversions can draw off needed troops that otherwise could be available to close in on and kill the party. No doubt other uses can be engineered by the party. The party will encounter trees of wailing on the island--these trees have ensnared the dead corpses of naked women that they continue to animate to moan and writhe in the wind. These trees--all evil, dark trees that delight in the sounds of death and despair--grow in groves located around the temple complex that contains the Windmill of Despair. These trees also have True Seeing, and they moan and writhe, screaming alarm whenever an intruder is discovered. The players, should they be captured, and be female, may end up strung up in one of these evil trees! Meanwhile, the temple complex is guarded by platoons of heavily armoured fanatical fighters and clerics, as well as a powerful Death Knight, who commands the defenses.</p><p></p><p>Outer areas of the island are occupied by a series of fortresses and fortified towns that bring commerce to the island realm, and the city that is at the bottom of the 1800'ft. high mountain peak that Zhandirra's castle, and the Windmill of Despair is located at, high above, watching her realm. The island also has several tribes of savage Gnolls that run about, and patrol the island. There is also a special cult of werewolf berzerkers that have a barracks at the foot of the mountain. They often gather aboard raiding ships and sail to the mainland to make raids, killing and slaughtering people, spreading the disease of lycanthropy as they go. These warriors--all powerful werewolf barbarians, fighters and rangers--are a potential threat to any invasion force. Their might and wrath are terrible to see! Up the slopes of the great mountain are also nests of Harpies, demonic Ravens, and Gargoyles. Further up, there are packs of Displacer Beasts that hunt through the upper forested slopes of the mountain ridge that extends into the mountain peak that gathers to a steep cliff overlooking the sea below. </p><p></p><p>The party may seek to scale the cliff to reach the top, and infiltrate the temple complex that encloses the base of the Windmill of Despair, or they may try another route. No matter where they seek entrance, there are dangers and challenges that await! Once they have infiltrated the top of the mountain, and they have dealt with the defenses there, they will have to defeat Zhandirra, the Pyroclastic Dragon, the Death Knight, and many powerful guardians, mercenaries, and elite forces in order to rescue Sarden's parents who labour in the mines below the Windmill, and also to destroy the Windmill of Despair itself. From daring and successful raids, and numerous conquests, as well as trade and tribute brought to the city, Zhandirra's palace and surrounding areas are wealthy in treasures, artwork, and other fine equipment and items, for she is also generous with servants that please her well. The adventure is appropriate for a party of 6-10 characters, of 20th level and above.</p><p></p><p>____________________________________________________</p><p>Quote:</p><p></p><p>"4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better."</p><p>____________________________________________________</p><p>End Quote.</p><p></p><p>No, but I am thinking about having a Story Hour soon.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>____________________________________________________</p><p>Quote: </p><p></p><p>"5. Your email address, if you don’t want this part public then email me, but still post your responses to the other questions here as all the members of the RBC will be judging your answers."</p><p>____________________________________________________</p><p>End Quote.</p><p></p><p><a href="mailto:BIGHUNGRYSHARK@AOL.COM">BIGHUNGRYSHARK@AOL.COM</a></p><p></p><p>Semper Fidelis,</p><p></p><p>SHARK</p></blockquote><p></p>
[QUOTE="SHARK, post: 449682, member: 1131"] Greetings! Hello there! This sounds like fun! I hope people like the scenario! Here goes! I present: THE WINDS OF CHANGE ____________________________________________________ Quote: "1. What style of game do you like to run? Any particular setting? High-level? Low-Level? Epic fantasy or 'grim & gritty'?" ____________________________________________________ End Quote. I run campaigns that range from low-level, mid-level, to Epic-level. I have my own game world of Thandor that I have developed over 15 years. It is generally "High-Fantasy" with healthy doses of grimness and grit throughout! ____________________________________________________ Quote: "2. Why do you think you are a Rat-Bastard?" ____________________________________________________ End Quote. Well, I run elaborately detailed campaigns that my players find fun, in that they have lots of campaign and character detail in which to deal with. They face villains that are often utterly vile, wicked and ruthless, and use all of their resources at their disposal to defeat the players or other enemies as appropriate. Players frequently feel enraged by the antics and deviousness of one villain or another. Plots and schemes unfold wherever they go, and the world itself is always full of sinister plots, scheming, wicked peasants, bizarre animals and plants that are never normal. ____________________________________________________ Quote: "3. Post an Iron DM submission using these ingredients: (Note* we are watching the official Iron DM competition and so will also base our selection on that competition). There is no limit on length; however, you don’t want to bore us so keep it reasonable. Pirate Ship Quaal's Feather Token Saddened Half-Orc Windmill Succubus Skeleton Key" ____________________________________________________ End Quote. [SIZE=3]Elements[/SIZE] Pirate Ship: The Pirate Ship is Tharannia, an enchanted ship crewed by an elite crew of Lawful Good elves, humans, and Minotaurs. There are a few other unusual races on board, such as several half-orcs, and a Cloud Giant, named Marcus. The ship's commander is the Minotaur Aurellian, a Fighter 20/Cleric 10. The ship is crafted of sleek black oak, and carefully inlaid with silver runes. The sails are transparent blue spider-silk, woven with magical runes that glow and shimmer in the moonlight. The ship has numerous enchanted defenses and magical characteristics. Tharannia has three huge whale flippers to each side, as well as smaller feeler tenticles on the bottom and side of the ship. The ship is intelligent, and has a mystical prow that is carved into a dragon-head. The dragon-head has life-like features, and is animated. It speaks and has a high intelligence, as well as several magical properties. The ship is very fast, and can sail at standard speeds for a heavy warship even with no wind available. When wind is available, the Tharannia can triple such speeds. The Tharannia has been raiding the shores of the island realm of Terragain since Terragain has made war upon neighboring lands. Quaal's Feather Token: A Swan Boat. Aurellian has the Swan Boat token, and keeps it for special missions. Any party seeking to assault the island will need the Swan Boat to reach the island from the Tharannia, because the enchanted sea will be extremely dangerous to cross otherwise. Troops and supplies cannot reach the island because of the draft and the treacherous surf. The Swan Boat is shallow enough in draft, and manueverable enough to avoid these problems. The Swan Boat also allows the transport and unloading of additional troops, henchmen, sollowers, and so on, as well as siege artillery and supplies in bulk. Saddened Half-Orc Sarden, a Half-Orc crewman of the Tharannia, is distraught for the evil forces of Zhandirra, a powerful Wizard who rules the island realm of Terragain, have raided the mainland where he was born, and his father and mother--both Half-Orcs--have been captured, and taken to Terragain. Sarden, a Ranger 10/Rogue 10, feels distraught because the forces that occupy Terragain are said to be powerful demons and terrible monsters. He weeps for the fate of his parents. Windmill Upon the island of Terragain, Zhandirra has built the Windmill of Despair, a great magical device that spins and gathers the wind captured upon a mountain peak, which is then mixed with the screams of the damned and the dying, in a great homage to her lord, the Dark God Garthak. The Windmill of Despair spins, and the wind and the screams are gathered and projected through a canyon that has a series of altars and enchanted gates set up, as well as amplifiers inscribed in stone monoliths. There are enchanted wind-stones that summon air for the windmill to keep blowing, and as it blows at a great pace, the slaves inside are whipped and scourged with a frenzy, as the arms spin faster and faster, round and round, the great runes glow, and magical energy is summoned and captured by Zhandirra in a series of crystal orbs set into monoliths that are situated in ritually-significant locations around the Windmill of Despair, creating a great portal. As more slaves die, and the Windmill of Despair spins more and more, the portal comes closer to completion. When completed, the Windmill of Despair will provide the energy for a portal that will tear through the fabric of reality and unleash a gate that stretches for a thousand miles wide, and six hundred miles high, into the dreaded Realm of Garthak. This great portal will unleash wicked, terrible elements into the prime world that will begin to have immediate effects, changing and mutating the very laws of nature. Land, water, animals, people, the very air will be infused with chaotic energy pumped into the world from the realm of Garthak. A disaster will unfold as hordes of bizarre creatures pour into the prime world, spreading the death and religion of Garthak. An invasion of epic and terrible strength will begin, and the cost will be steep indeed. Succubus: Zhandirra the Succubus, is the ruler of the realm of Terragain. She is 6'4", weighs 185-lbs, has long, curly black hair, and pale silver eyes. She is incredibly beautiful. She dresses in robes of black and purple, embroidered in silver. She is a Wizard 36, and has a powerful palace guard of Half-Fiend/Minotaurs, as well as tribes of evil Gnolls, and evil humans. Her power grows as she conquers and plunders nearby kingdoms and settlements, bringing in more slaves for the sacrificial altars and for the Windmill of Despair. Soon, demonic armies will be at her command, and she will be able to control the fluctuations of the gate, and use magical energy to change other followers into Half-Fiends, providing them with terrible power and strength. Her ambitions grow, though she is enraged by the continued raids made by the Tharannia. Her forces and ships hunt for it at every turn. Zhandirra is intelligent, and very sensual. She will prefer to dominate various members of the party, and bring them over to her cause, one way or the other. If such is impossible, either from efforts through seduction, to magical domination, or through weeks of mind-breaking torture, she will unleash a ferocious bloodlust to have them slaughtered in combat, or have their hearts cut out in a grand sacrificial ceremony to her dark gods! Preferably, some of them can still be alive and cpative, forced to endure the screams of their friends. Zhandirra loves all forms of sexual debauchery, but she also loves power, and exults in lording the power of life and death, of pleasure and pain, of security and of terror over everyone. The screams of the damned bring shivers of pleasure to her as she works on her plans of dominion. Skeleton Key: The Skeleton Key is a great rod-like device of gold and rubies and steel, that is encased in a box of black steel and enchanted glass, and rests in the treasury of a ancient Pyroclastic Dragon that Zhandirra has gained the allegiance of, and has his lair located in vast chambers beneath the temple complex that houses and supports the Windmill of Despair. The enchanted doors that lead to the inner sanctum of the Windmill of Despair can only be accessed by the keys that Zhandirra has, or the reserve, the Skeleton Key that is part of the Pyroclastic Dragon's treasury, and a special charge for him to guard and watch over. Events: Sarden, the Half-Orc Ranger/Rogue, will approach the party in some off-the track town, or perhaps a larger city further along the coast. Sarden will explain the situation, and invite them to meet with Aurellian. Aurellian will explain furthermore, and also discuss the atrocities and past operations by the forces of darkness from the island of Terragain. The party will be sought out because of recent fights, the crew of the Tharannia is depleted from losses, and Aurellian cannot afford a costly assault on the island. Thus, the party is sought out to help. There are no immediate rewards from Aurellian or Sarden, other than friendship and loyalty, though the party is offered the treasure and booty that they gather from their assaults into the island. Aurellian explains that Zhandirra is a powerful Wizard, and she has gathered under her banner numerous powerful mercenaries and briagands from around the area, and even from strange, foreign lands. The treasure they capture they are welcome to keep. Aurellian, and Sarden, want to rescue his parents, and to destroy the Windmill of Despair, and kill Zhandirra. The party will likely have flying spells and such, but the Swan Boat that Aurellian has--the Quaal's Feather Token--will no doubt come in very handy for any plans for assaulting the island, and useful for unloading troops and supplies, but also for proceeding with diversionary attacks from other directions as the party seeks to infiltrate the important areas of the island. Such diversions can draw off needed troops that otherwise could be available to close in on and kill the party. No doubt other uses can be engineered by the party. The party will encounter trees of wailing on the island--these trees have ensnared the dead corpses of naked women that they continue to animate to moan and writhe in the wind. These trees--all evil, dark trees that delight in the sounds of death and despair--grow in groves located around the temple complex that contains the Windmill of Despair. These trees also have True Seeing, and they moan and writhe, screaming alarm whenever an intruder is discovered. The players, should they be captured, and be female, may end up strung up in one of these evil trees! Meanwhile, the temple complex is guarded by platoons of heavily armoured fanatical fighters and clerics, as well as a powerful Death Knight, who commands the defenses. Outer areas of the island are occupied by a series of fortresses and fortified towns that bring commerce to the island realm, and the city that is at the bottom of the 1800'ft. high mountain peak that Zhandirra's castle, and the Windmill of Despair is located at, high above, watching her realm. The island also has several tribes of savage Gnolls that run about, and patrol the island. There is also a special cult of werewolf berzerkers that have a barracks at the foot of the mountain. They often gather aboard raiding ships and sail to the mainland to make raids, killing and slaughtering people, spreading the disease of lycanthropy as they go. These warriors--all powerful werewolf barbarians, fighters and rangers--are a potential threat to any invasion force. Their might and wrath are terrible to see! Up the slopes of the great mountain are also nests of Harpies, demonic Ravens, and Gargoyles. Further up, there are packs of Displacer Beasts that hunt through the upper forested slopes of the mountain ridge that extends into the mountain peak that gathers to a steep cliff overlooking the sea below. The party may seek to scale the cliff to reach the top, and infiltrate the temple complex that encloses the base of the Windmill of Despair, or they may try another route. No matter where they seek entrance, there are dangers and challenges that await! Once they have infiltrated the top of the mountain, and they have dealt with the defenses there, they will have to defeat Zhandirra, the Pyroclastic Dragon, the Death Knight, and many powerful guardians, mercenaries, and elite forces in order to rescue Sarden's parents who labour in the mines below the Windmill, and also to destroy the Windmill of Despair itself. From daring and successful raids, and numerous conquests, as well as trade and tribute brought to the city, Zhandirra's palace and surrounding areas are wealthy in treasures, artwork, and other fine equipment and items, for she is also generous with servants that please her well. The adventure is appropriate for a party of 6-10 characters, of 20th level and above. ____________________________________________________ Quote: "4. Do you have a story hour? Home Page? Post any links here that you think could help us know you better." ____________________________________________________ End Quote. No, but I am thinking about having a Story Hour soon.:) ____________________________________________________ Quote: "5. Your email address, if you don’t want this part public then email me, but still post your responses to the other questions here as all the members of the RBC will be judging your answers." ____________________________________________________ End Quote. [email]BIGHUNGRYSHARK@AOL.COM[/email] Semper Fidelis, SHARK [/QUOTE]
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