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Ghosts of dragonspear castle pdf download

Ghosts of dragonspear castle pdf download

Ghosts of Dragonspear Castle 1a,Audio Preview

Download & View Ghosts Of Dragonspear Castle as PDF for free.. More details. Words: 1 Pages: Download PDF - Ghosts Of Dragonspear Castle [8lyz3e9ooeqd]. This is a non-profit website to share the knowledge. To maintain this website, we need your help 28/11/ · Ghosts of Dragonspear Castle D&D Next Playtest Addeddate Identifier WS Scanner Internet Archive HTML5 Uploader plus-circle 28/11/ · ghosts of dragonspear castle dungeons dragons D&D next. Ghosts of Dragonspear Castle D&D Next Playtest. Addeddate. Identifier. 28/03/ · Ghosts of Dragonspear Castle 5E Adventure Module On March 28, , Posted by d20 Game Master, In Resources, With 3 Comments Ghosts of Dragonspear Castle is a ... read more




Software Images icon An illustration of two photographs. Images Donate icon An illustration of a heart shape Donate Ellipses icon An illustration of text ellipses. Search Metadata Search text contents Search TV news captions Search archived websites Advanced Search. remove-circle Internet Archive's in-browser audio player requires JavaScript to be enabled. It appears your browser does not have it turned on. Please see your browser settings for this feature. remove-circle Share or Embed This Item. EMBED for wordpress. com hosted blogs and archive. Want more? Advanced embedding details, examples, and help! Addeddate Identifier WS Scanner Internet Archive HTML5 Uploader 1. plus-circle Add Review. There are no reviews yet. A masked hangman ascends the scaffold and waits. He nods to a slender, rain-soaked knight in bright armor, who limps into the heart ofthe crowd, a greatsword slung over his back. He stands like a beacon oflight in the gloom and keeps a watchful eye on the proceedings.


A few paces behind him stands a dour elfofnoble bearing clad in a handsome gray cloak. The malaise ofthe crowd turns to anger as the prisoner is hauled toward the gallows by a pair of cloaked guards. The bald wizard wears nothing but a loincloth, and most ofhis thin frame is covered with serpentine tattoos. The rolling thunder ofthe storm cannot drown the roar ofthe crowd. the tattoos covering his body begin to writhe. The crowd gasps in horror at the sight, and the armored knight draws his greatsword. Moments later, the captain ofthe guard sig nals the hangman to pull the trapdoor lever. Lightning flashes, and you halfexpect the wizard to be gone, but there his body hangs, the serpentine tattoos no longer writhing. The knight relaxes as the crowd begins to dis perse. Suddenly, a rider on a black horse gallops into the square, surprising everyone. He seems drawn to the armored knight. My lord! Terrible news! Four footmen hold a canopy above the duke to keep him dry.


Wynne told the messenger to bring reinforcements from town. While people scurry for shelter from the rain, ifnothing else , Duke Maldwyn tries to calm the crowd with assurances oftheir safety. With Nadir the rakshasa in earshot, Isteval then turns to the adventurers. The duke asks Lord Floshin tojoin him, and the elfhumbly accepts. Because ofhis injured leg, Isteval must be helped onto his horse. Isteval is wise and trusts his instincts. He sees in the characters a flicker ofsomething he had in his youth, which is why he calls on them for aid.


Ifyou have no other business to tend to, we could use some additional reinforcement. Thirty stalwart men and horses should suffice. The guards patrolled the outer walls in two shifts, with Falke on duty during the day and Durenn on duty at night. Six soldiers died in the attack, and a poisoned dart has left Sergeant Durenn gravely wounded and feverish. Durenn is resting in the manor house; any amount ofmagical healing will stabilize him. There are also a few other injured soldiers who could benefit from a healing spell or two. It called itselfThoss Fyurnen, the Sun Swallower, Chosen ofTalona. While she knows the Lizard Marsh is a favorite haunt for black dragons, Wynne has never heard of a black dragon so bold or with so many aggrandiz ing titles.


The dragon agreed. The baroness who is lawful evil enforces a strict set of rules and laws over her household, and violating her dictates brings severe punishment. Her methods are tolerated only because she has the unenviable task of watching over the Lizard Marsh for signs of lizardfolk aggression—a duty she takes very seriously. Nowadays, she keeps up her martial skills so that she can lead her soldiers into battle against threats from the Lizard Marsh. It looks like it has seen many repairs over the years. Galloping across an open field leading to the hold, you do not see or hear signs ofbattle. Thunder rolls across the sky as you approach, the rain turns to mist, and a cool coastal wind washes over you. Behind the outer wall is a bailey with a well, a stable, a small pasture, and a training yard. The keep itselfis a simple manor house that looks relatively new. You see a row ofsix human corpses in the yard.


You also see six guards standing watch along the west wall. An armored woman in her mid-thirties emerges from the manor, accompanied by an armored man with a bandaged shoulder wound. As they approach, the woman removes one gauntlet and extends a hand to Sir Isteval. But enough ofthat. My sergeant is stricken by a poisoned wound. However, any such assumption is erroneous. Characters looking out over the western wall see the corpses of2S dead lizardfolk and, farther away, the grassy bluffoverlooking ofthe Lizard Marsh. Baroness Wynne then provides her guests with food, drink, a warm fire, and simple cots to sleep in. During her capture, she learned that the orcs were working for Arvik Zaltos. Ifthe charac ters are adamant about exploring the Lizard Marsh without her, she follows them from a safe distance and helps them whenever opportunity allows. Ifthe characters suspect Maechen is deceiving them, let the players make a Wisdom check to sense motive.


The character with the highest result senses that Maechen is sincerely interested in helping the party, but that her interest in Isteval is even greater. If pressed, she admits to having a crush on the paladin. A half-forgotten relic left behind by my ancestors. It was made ofblue coral, with sides that looked like crashing waves. You recognize her as Maechen, one ofthe sol diers who accompanied you from Daggerford. I spoke to some ofthe other guards, and we thought you might need a little help. I know it like the palm ofmy hand. In the meantime, we could use your help. Once ofthe items they destroyed was a stained-glass altar hidden in a family crypt. You might encounter hostile lizardfolk in your travels, but you should avoid a confrontation with the dragon at all costs. Black dragons are vicious, cruel, and notori ously difficult to reason with, and this specimen is big enough to lay waste to an entire village.


Isteval is a legend, a hero among heroes, whose accomplish- ments are known far and wide. Any character who succeeds on the check realizes that Maechen is using an illusion to conceal her true form, which cannot otherwise be discerned. Lord Floshin claims the duke sent him to keep an eye on Sir lsteval and the adventurers. When confronted with this fact, the rakshasa gives up trying to fool the party, turns invisible, and slinks away. Their endorsement should alleviate any suspicions or doubts. Ifasked about her missing ear, Maechen claims she lost it in a skirmish with orcs.


Again, characters can find at least one other soldier to corroborate her story. PART 3: THE LIZARD MARSH Instead offlowing freely into the Sea of Swords, the Delimbiyr River also called the Shining River dis solves into a morass ofwaterways threading around and beneath trees festooned with moss, forming a vast swamp. The Lizard Marsh is known for two things: bloodthirsty insects and dangerous monsters. Overland Travel: The Lizard Marsh is ill suited for horses, and characters traveling on foot move at half speed as they wade through muck and waist-deep water. They can travel halfa mile every hour. Here and there, small islands ofspongy earth rise above the mire, providing semisolid ground on which to stand or make camp.


Ifyou want to check for random encounters less frequently, you can make each exploration turn 3 or 4 hours long instead. During the day, visibility is reduced to about feet in all directions. Wilderness Encounters During each 1-hour exploration turn, roll a d On a result of , the characters have a random encoun ter. You may also select the encounter instead ofrolling randomly. Sinkhole: A sinkhole opens up under one ran- domly determined character. That character must make a DC 15 Dexterity saving throw with advantage ifhe or she was keeping watch or searching during the exploration turn in which this encounter occurs.


On a failed save, the character falls 40 feet, taking 2d6 bludgeoning damage from the fall damaged is reduced because ofthe mud and water at the bottom. The fallen character lands in a foot-diameter grotto with no other exits. Ifthe save succeeds, the character manages to avoid the fall. Ifthe falling character is tied to other characters by rope or vines, all characters who are tied together must make the saving throw. Ifat least one charac ter succeeds, no one hits the bottom ofthe sinkhole; however, ifall the characters fail the save, they all fall into the sinkhole. A creature that succeeds at a DC 12 Strength check can climb out ofthe sinkhole by grab- bing hold oftree roots.


Lizardfolk: There are two kinds oflizardfolk the characters encounter in the Lizard Marsh. Beni8n Lizctrdfolk: These lizardfolk attack only in self-defense, and they tend to use weapons and shields. They know that an evil lizard queen named Vethka has turned many oftheir kin to the worship ofTalona, goddess ofdisease and plague. Malevolent Lizardfolk: These lizardfolk are evil wor shipers ofTalona and servants ofVethka the lizard queen. They attack the adventurers on sight and prefer to use their teeth and claws. When a diseased creature hits with a natural attack such as a bite attack or a claw attack , roll a d6. On a result of5 or 6, the target contracts the rotting disease. While so afflicted, the target cannot regain hit points through rest, although magical healing works nor- mally. Ifthe disease is not cured within 1d6 months, the target dies.


Ancient Gazebo: This encounter can occur only once; ifyou reroll this result, there is no random encounter. The characters stumble upon a crumbling stone gazebo covered in vines and draped with moss. The structure is a relic ofthe fallen elfkingdom ofIlle farn not to be confused with the mountain ofthe same name , and it provides adequate shelter from the rain. In the middle ofthe gazebo stands a moss-covered, white marble statue ofa robed female elfpointing north toward Waterdeep, which is where the capital oflllefarn used to be. Neither the statue nor the ruin is magical, yet for whatever reason, reptiles and insects shun the place, making it an ideal location for camping. The Sea Robber: This encounter can occur only once; ifyou reroll this result, there is no random ,.


vvo couse t IL: encounter. A great wave S i LS ore DUhriO. fe in. Its shattered masts and keel are nowhere to be found. Characters can crawl through. pirates dangling from ropes they had tied themselves to the deck to keep from being swept overboard. Characters might also find some odd bits oftreasure, at your discretion. The wreck attracts curious and hungry monsters. Ifthe characters choose to explore the wreck, feel free to roll again on the random encounter table and either place the monsters in the wreck or have time arrive shortly after the party. These orc dwarfcrossbreeds are members ofthe Clotskull orc tribe. A few years ago, the Clotskulls were on the verge ofextinction. Forced to hide in the dungeons under Illefarn, the inbred orcs mated with their dwarven captives and gave birth to a generation ofvery ugly half-orcs.



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Ghosts Of Dragonspear Castle,Visit PDF download

Download PDF - Ghosts Of Dragonspear Castle [8lyz3e9ooeqd]. This is a non-profit website to share the knowledge. To maintain this website, we need your help D&D Next Preview - Ghosts of Dragonspear Castle Digital Certifications and Badges. Mentoring & Coaching Portfolio. GAMABA art exhibit 28/11/ · Ghosts of Dragonspear Castle D&D Next Playtest Addeddate Identifier WS Scanner Internet Archive HTML5 Uploader plus-circle 28/11/ · ghosts of dragonspear castle dungeons dragons D&D next. Ghosts of Dragonspear Castle D&D Next Playtest. Addeddate. Identifier. 28/03/ · Ghosts of Dragonspear Castle 5E Adventure Module On March 28, , Posted by d20 Game Master, In Resources, With 3 Comments Ghosts of Dragonspear Castle is a ... read more



Addeddate Identifier WS Scanner Internet Archive HTML5 Uploader 1. Her methods are tolerated only because she has the unenviable task of watching over the Lizard Marsh for signs of lizardfolk aggression—a duty she takes very seriously. Search Metadata Search text contents Search TV news captions Search archived websites Advanced Search. Any character who succeeds on the check realizes that Maechen is using an illusion to conceal her true form, which cannot otherwise be discerned. Community Collections. download 8 Files download 6 Original.



A lot oftreants, too. Some ofthe player characters might be lifelong residents ofDaggerford or hail from farms ghosts of dragonspear castle pdf download estates within the surrounding Delimbiyr Vale also known as the Shining Valley. Black dragons are vicious, cruel, and notori ously difficult to reason with, and this specimen is big enough to lay waste to an entire village. Web icon An illustration of a computer application window Wayback Machine Texts icon An illustration of an open book. The Red Wizards researched the dead elemen tal cult, spoke to the spirits offormer members, and tracked the four elemental keys to the Sword Coast, where the leaders ofthe elemental cult had retired long ago. Terrible news!

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