Heroes of baldurs gate (5e) free download






















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You should upgrade or use an alternative browser. Thread starter Morrus Start date Apr 24, Last edited by a moderator: Aug 7, He also is on a Twitter. First Prev 3 of 6 Go to page. The book has notes for running it in a post sundering FR, if people don't want to run it in the original timeline. Hussar said:. Wonder if this is an offspin of that. Click to expand Hussar Legend. Von Ether Hero. Paul Farquhar Legend. Click here! Back for another round of potential origins stories for your characters!

The village of Lingva Baro is a sleepy village where people are usually content to pursue their scholarly or research interests; from researching year old Elvish ballads, to language migration and change. The village can agree on one thing: hiring adventurers to investigate… — This is an adventure meant for 1st tier levels characters, focusing on roleplay but also including exploration and optional combat.

We do not know how long this has been going on. It has since been restored using personal backups, with a note to those who have already bought it; but the adventure manuscript should be available and restored now. Accessibility feedback appreciated. If you need this adventure in another format such as a Word document or EPUB format, please let me know.

The PDF version has been checked for common accessibility issues and tested with multiple screen readers but may still have issues depending on your needs and setup.

A pact forged in breathlessness and desperation, the Ebony Deep takes its drowned and drained vessels and sends them out into the world, awaiting their offerings of blood and smoke. This gives a Dungeon Master all they need to generate a random and humerous encounter, all from the Bag of Holding.

Brought to you by GDR Games. Do you want more Otherworldly Patrons for the Warlock class? Inside you will find full details on Acererak, the Fogotten One, architect of the Tome of Horrors and the Tomb of Annihilation, who is willing to share the mastery of necromancy itself with his followers. Adventurers are needed to investigate the manor and make sure it is safe to convert into an outreach for the faithful.

What the PCs discover is that Krawlity was dabbling with dark forces and may have been a devotee of the Cult of Kyuss. Krawlity House is for 1st-level characters. The page adventure features a location map by Dyson Logos, has 16 detailed encounters and includes a standard adventuring contract as a handout. Added since release: A reference list of monsters used in the adventure to assist in DM prep. About the author: Troy E.

Continue your tour of the Ravens Bluff campaign setting, the brightest spot on the Dragon Reach. Lucky visitors receive invitations to ourParty on Embassy Row, where intrigue and high society collide. All stops on your tour will add adventure to your travels in the Forgotten Realms campaign setting. Origins I : The Shared World. The city of Ravens Bluff in the Forgotten Realms began as a concept by Penny Petticord, who suggested that the RPGA could create a shared-world locale, where anyone could add details of their own.

It was an open acknowledgement that Ravens Bluff was another puzzle piece in the tapestry of the Realms, now being created by a variety of hands including Jeff Grubb, Douglas Niles, and others. However, when Jean Rabe took over as Network Coordinator in early , she quickly got things back on track. Using the entries from that contest, the RPGA was then able to compile the majority of the content for their second Ravens Bluff supplement.

Baas and Kira Glass. Exploring the Realms. As a result, this module-length description of the circus is somewhat less important to the city of Ravens Bluff than what appeared in the previous supplement. This area of the Realms lies just east of areas like the Dalelands and Hillsfar which received strong attention in the early days of the Realms. In other words, one of the best detailed areas of the Realms was continuing to expand, and the development of Ravens Bluff was part of that. There was a particular focus on Mulmaster in issues and on The Vast in issues 72, 74, and NPCs of Note.

Future History. This is a kid-friendly adventure created by Cameron Wright. I am providing this adventure for free. It should be suitable for kids of all ages that understand the rules of Dungeons and Dragons 5th edition. Any money that is donated will go into making future kid-friendly adventures as good as possible.

Ever wanted to snatch a Magic Missile out of the air? Break out of a Sleep spell? Now you can. They practice an intense mystical focus that lets them see and disrupt the weave, they learn techniques to find and destroy magic and manipulate ki to break and capture spells.

An all new Exciting Tales of Adventure issue! A new subclass for paladin that is very specific to certain dieties, this being the Raven Queen! Bearing witness to in her name, this subclass provides larger amounts of stealth and darkness without compromising heroics with something like oathbreaker. Through generosity, disinterest, or greed, players will be pulled in by this dungeon one way or another. Discover the dark past of an ancient dwarven society, twisted by necromancy and power.

Obtain rare and unique magical items which are dependant on choices made throughout the adventure. Add a quirky, and whimsical NPC to your campaign who never gets the hint to leave. Product is used best for levels using 5E rules.

A mining town in the Western Galena Mountains has had their mine taken over by kobolds. The kobolds are proving a problem to remove, so word has been sent to the nearby towns for anyone who is capable of removing these pests. Do you happen to be capable of such a task? An expanded system for the fifth edition point buy. These increase the number of points availiable with either severe, minor, or annoying penalties associated to them. Want to have a peg legged pirate, Now you can, and you get an extra 7 points to play with.

I have expanded the point list to go from 1 to 18 points, with the appropriate costs. Scores below 8 grant the player more points to use. This handy guide contains 11 new spells for Beastmaster Rangers. The document was born of my love for the archetype and as a mean to deepen the bond between the ranger and his companion.

The spells vary from the utilitarian to the damage dealing. Those who survive are able to morph with infernal power when in rage, growing fearsome claws and horns, spawning wings and growing to size large. Unleash hell when you walk the path of devil metamorphosis with your barbarian! Big Rich started playing role-playing games in He has been a Gamemaster for most of the years to follow.

To this end, he constantly tries to keep things fun, fresh, and exciting. This system is something that the author has used in his own homebrew campaigns.

Essentially, the core rules of Armor Class and Hit Points are changed. Your character is a little easier to hit, and they have precious few Hit Points making them very fragile. Armor and shields are now protective equipment that reduces damage and requires constant repair to maintain its integrity. Critical Hit rules are altered to make them terrifying and now use the System Shock rules. This document is a sneak peek. Adventuring has been rather slow recently, and the party has been staying at the Twilight Tavern for several days.

Down below the wall has been partially destroyed, leading them to the sewers. There, they encounter blood-sucking stirges and several giant rats who are being led by one of their own…with arcane talent. Selkies are aquatic creatures, half human and half seal, who are believed to be related to the merfolk.

Using their sealskin, they are able to change back and forth between their human and their seal form at will. You will find no relief!

No one listens past sentences, remember? That article WOTC posted? How about your own tables, the players it attentive while you read a page of read-aloud? Things get better once the core of the adventure starts. There are 33 locations in town to explore. This, of course, hides the real data in the location that the DM needs, like a brief personality, etc.

You explore the locations, from some initial clues, and widen your explorations of the other locations from the clues you uncover. This leads, probably, to the sewers and tunnels. A little kid trapped in a cage in The Butchers meat market basement. A gambling ring with indigents facing off against gruesome challenges … that they are willing participants in, out of desperation for their circumstances. The world is brutal place. The interconnections and design, allowing the party to stumble on C which leads to D while trying to follow up A with B are done well.

It feels like you are moving from A to B to C in the dungeons, busting in to basements to see what fresh hell is inside. Will the party actually engage in this? Abstracted with detail more than I would like.

Thugs guard basement doors to locations, instead of Pegleg Pete guarding the door. This abstraction garbage is a plague upon adventures. More words are not the solution but better words are. Trimming the trivia from the descriptions, read-aloud, and DM text and focusing on the evocative stuff relevant to actual play. Everything should contribute to the DM running the adventure. It directly helps the DM both with her personality and what she does.

It does it in one sentence. Likewise, the rewards for accomplishing the quests are great. Not enough story adventures do that. Of course, this relies, in no small part to the party following up on every quest lead they get, to solve not only the main quest but also the other two main side-quests.

There are also some epic backgrounds that the players can take at character creation. They DO feel epic, and yet not prescriptive, and the adventure text provides reference to how some of the locations in the adventure dovetail in to each individual one.

And I would not that this is lacking in the main adventure. How the various quests interact with the locations and other locations is not detailed except through each individual location. This leaves you tracing breadcrumbs to understand how the adventure works.

A little summary up front, with cross-references, would have gone a long way. I note also the maps are terrible.



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