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theghosttoweR
So you’ve fought the goblins and made it back to Fall-
crest alive. You’ve braved the Twisting Halls. You’ve
even faced Parald in the Ghost Tower of the Witch-
light Fens. The adventure isn’t over, because now it’s
This 2nd-level adventure picks up where “The
Twisting Halls” (from the D&D Red Box) leaves off.
By Rob Wieland
A beholder has taken up residence on the far side
what the creature is up to, but it involves a pair of
level characters.
By Ed Greenwood
north of the Snakewood, so-called because of the
his features. What hides beneath that hood?
waywaRDwyRmling
A group of heroes has slain an adamantine
echoes with songs of praise for their deed. But
for 3rd-level characters.
By Steve Winter
A veritable goulash of topics … but mostly a great sense
of joy at seeing Larry Elmore return to the cover of
By Bruce R. Cordell
but when viewed from the right location, it can be
seen for what it is—an artifact of dreams, power,
By James Wyatt
James pulls back the curtain for one more look—could it
By Peter Schaefer
Curses are a staple of myth and fantasy fiction. We
a variant of diseases.
theBRokenBuilDeRs
Athas is a broken world. So broken, some believe,
that it is beyond hope of repair. If it can’t be fixed,
perhaps it can be reborn whole. But to be reborn,
By Stephen Radney-MacFarland
Whether you want to become a better DM in general or
you need help now, “Save My Game” is the place to be.
By Keith Baker
dragonshard trade which drives so much of the
Illustration by Larry Elmore
Dungeons & Dragons, D&D, Dungeon, Dragon, d20, d20 System, Wizards of the Coast, all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast, LLC, in the U.S.A. and other countries.
this material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast,
Inc. this product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
printed in the U.S.A. ©2010 Wizards of the Coast, LLC.
No portion of this work may be reproduced in any form without written permission. For more Dungeons & Dragons
articles, adventures, and information, visit www.wizards.com/dnd
THE RETURN OF THE KING
Rather than focus on one topic, this month’s editorial will
First: this month’s cover.
I suppose it’s possible that someone could look at the
cover on this issue and think, “oh, that’s nice,” and move
on without a blink. Possible, but hard to imagine. That’s
because this month’s cover painting is by a giant in the
RPG industry: none other than Larry Elmore himself.
I’d like to be able to say that Larry’s return to Dungeon
magazine was my doing, but I can’t. For that, we can thank
our hard-working, long-suffering art director, Mr. Jon
Schindehette. Jon puts up with mountains of grief from
me, and then he turns around and delivers a Larry Elmore
cover to help celebrate the release of the new Dungeons &
My association with Larry goes back to the very early
instant star thanks to his tremendous talent. For almost
and AD&D.
of the hundreds of covers that Larry painted, the
other—possibly by more eyes than any other D&D paint-
ing, period—was the cover of the 1984 “red box” edition
of Basic D&D, the box that introduced countless tens
of thousands of newcomers to the world of roleplaying
games. That same, great piece of fantasy art is back again
as the cover of the new Red Box, and we got a companion
piece to go with this month’s feature adventure, “Dungeon
of the Ghost Tower” by Rob Schwalb. As always, it’s stun-
ning. Thanks, Larry. It’s an honor to work with you again.
If you haven’t read this month’s Dragon editorial, you’ll
want to bop over there when you’re done here. I won’t
repeat myself, other than to say lots of people here are
very excited about the possibilities opened up by a simple
thing like Unearthed Arcana. The bulk of what you read
in Dragon and Dungeon will still be official, sanctioned
material, but every now and then, we’re going to stretch
Pdf
Third: Adventures.
Many discussions have taken place here over the last
year about what makes a roleplaying experience excellent
as opposed to merely good. Those conversations are still
going on, and will continue for—oh, a long time, I hope,
because I enjoy them—but some exciting conclusions and
initiatives have grown out of them. You’ll see evidence of
that in the Essentials line when it goes on sale. You’ll see
more of it here in Dungeon, as we begin experimenting
with new (and maybe a few old) formats for adventures.
That’s really a topic for the future, though. I think I’ll tuck
that in my hip pocket for october’s or November’s editorial.
Ed Greenwood,
Aeryn “blackdirge” rudel,
rodney thompson, rob Wieland,
Stephen Schubert, Greg bilsland
Editor
Wayne England, Jason A. Engle,
Cartographers
Specialists
Christopher tardiff
D&D Insider
illustration by Sam Burley F cartography by Jason A. Engle
for five 2nd-level characters. It picks up from the
story which began in the solo adventure presented
ing Game Starter Set and continued in the solo
(available from www.wizards.com with the redemp-
Halls” adventure in the Dungeon Master’s Book.
Masters, showing the way forward into the wider
Witchlight Fens to uncover the horrid secret that
many perils lying in wait earn enough experience
tm & © 2010 Wizards of the Coast LLC All rights reserved.
BACKGROUND
the blade of his lesser student, an outcast dwarf from
resented the bond between Anarus and his other (and
better) student, Malareth. Driven by hate, Traevus
betrayed and killed his teacher and stole his wicked
tomes. Then he f led toward the west from Nentir Vale
with the books and Anarus’s head as a grisly trophy.
Before Traevus could find a safe haven, his rival
Malareth descended on him and seized the skull for
his own dark ends. Thanks to the adventuring band’s
brave efforts, Malareth was defeated and the skull is
nearly back in Traevus’s hands once more—and that
If you played the solo adventure “Ghost tower of
recover her mother’s stolen sword, then your char-
acter already knows a few things about this tower.
During that adventure, you may have discovered the
staircase that descends beneath the tower. You didn’t
have time then to explore further down, but you did
see that the stairs continue much deeper than where
You also learned that this is only one of three
legendary “ghost towers.” Where the others might be
located, how they are linked, and what secrets they
The Nentir River’s waters tumble through the Moon
Hills, running alongside Fallcrest, where they crash
down onto the rocks before continuing their journey
land, a region blighted by the dreaded Witchlight
Fens. The Nentir vanishes into that vast quagmire,
murky soup that has been known to swallow unwary
travelers and to harbor vile and sinister creatures
rangers who patrol its bounds, few venture near the
Fens lest they invite trouble into their lives. Though
common folk know to steer clear of the Fens, this has
Many nobles have tried to conquer the bog, and
each time their effort met failure. The last to claim
these lands were the Kaltons, a noble family of dubi-
ous reputation who sought to make their home on the
Fens’ eastern fringes. As with many who came before,
the bog coughed up horrors beyond counting to drive
off the settlers and crash against the Kalton Manor’s
walls. Many believed that the family died out with its
half-finished keep, but the truth is far more tragic.
Survivors f led the area, but they carried its taint
with them. A few of these bred a reclusive, twisted
family that is poisoned by the Fens’ dark inf luence
last Kalton was Anarus who, by all accounts, was the
worst of the lot. Beneath the sagging tower whose pale
stones shine in the full moon’s light, he explored the
forbidden and the perverse, all with the aid of his two
Witchlight Fens (see sidebar). There, the adventurers
discover a staircase winding down into the darkness.
Beyond the undead lies a room guarded by a deadly
trap. After dealing with the trap, the characters are
free to explore the site, though it shouldn’t take long
before they realize that there is one place they cannot
go—at least not without the key, which is scattered in
pieces throughout the dungeon. once the characters
recover those pieces, they can push on to confront the
Halls.” The last does not, so it can be used as a general
hook. Choose the quest that best applies and read it
to the players when the characters are standing at the
After returning the skull to traevus and receiving
mission for you because you performed the first
Witchlight Fens and recover for him a magic tome
entitled Anarusi Codex. He claimed it was a danger-
into the wrong hands. His directions lead to the
Reward: 125 Xp per adventurer and 170 gp for
The best way to lure the players into the plot is to
use a quest relating to the prior experiences with the
unfolding story. The first three quests assume that the
players played through the events in “The Twisting

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