11/17/2023 0 Comments Descent forgotten souls content![]() Knowing it is too dangerous to leave in the hands of mortals or angels, he and six Horadrim take the Black Soulstone back to Sanctuary and attempt to seal it away where it can never be found - deep in the tomb of Rakkis, the first King of Westmarch, the kingdom established to the west of Khanduras. ![]() png files of the maps (included) into Roll20 or similar applications and place and move tokens on your device.After Diablo is defeated by the Nephalem (the player character), Tyrael recovers the Black Soulstone that contains the essence of all seven of the Great Evils. You could print out the maps booklet and use actual tokens or miniatures (you’ll need access to a printer for this), or you can load individual. You have two ways to approach playing this adventure. The adventure builds upon The Death Knight's Squire in several ways, introducing new combat sheets, sidequests and even audio sound FX embedded in the PDF! The nature of your quest becomes clearer as you advance, collecting snippets of information and encountering various NPCs and locations. Where Death Knight’s Squire had a clear-cut mission at its core, this adventure is pure exploration at first, similar to how a game with a Dungeon Master might commence. Everything leads towards a central story arc that becomes clearer as the book progresses. Tyrant of Zhentil Keep is a mini-sandbox in gamebook form, with multiple sidequests and locations to explore. There they begin a quest which takes place over two books, this being the first one, part 2 being Citadel of the Raven. Eventually, it takes them to Zhentil Keep in the Moonsea Region, a strange city, full of secrets. It follows the story of your PC as they continue their journey across Faerun, a lone adventurer wandering wherever the wind takes them. Tyrant of Zhentil Keep continues the narrative of The Death Knight’s Squire (the first solo adventure in this series) but can be played as a standalone also. This adventure is designed for one 3rd-level PC of any race or class, without a DM. Specific conversion guidelines for The Nightmares Underneath are also provided.ĥe Solo Gamebooks presents Tyrant of Zhentil Keep by Paul Bimler, a 160+ page solo adventure for Dungeons and Dragons Fifth Edition. Use these monsters with this dungeon or any other. There are criminal organizations, insane cultists, meddling deities, evil wizards, undead kings, infernal demons and other invaders from beyond the stars, numerous unspeakable horrors and arcane beasts, and even a few rival adventurers. Combined with the unique monsters located in specific dungeon sections, this book contains over 150 different monster stat blocks. The second half of the book contains dozens of monsters, illustrated in full colour, often with multiple variations and types. You can also use these sectiosn on their own, without reference to the larger dungeon itself. You can assemble these in any configuration you like, either randomly or not, either before the campaign or on-the-fly in play. ![]() The megadungeon is composed of 50 individual sections, separated into 5 different levels. The Adventure Path concludes in Dungeon #116 with "Asylum."ĭungeon Full of Monsters is a modular megadungeon for use with Labyrinth Lord and other old school fantasy role-playing games. This adventure is part of the Shackled City Adventure Path that began with "Life Bazaar" (Dungeon #97) and continued with "Flood Season" (Dungeon #98), "Zenith Trajectory" (Dungeon #102), "The Demonskar Legacy" (Dungeon #104), "Test of the Smoking Eye" (Dungeon #107), "Secrets of the Soul Pillars" (Dungeon #109), "Lords of Oblivion" (Dungeon #111), "Foundation of Flame" (Dungeon #113), and "Thirteen Cages" (Dungeon #114). "Strike on Shatterhorn" is a Dungeons & Dragons adventure designed for four 18tth-level characters. All that remains is to finish the job, but the surviving Cagewrights still have some surprises left in their mysterious stronghold under the snake-haunted ruins of Shatterhorn. Now, this cult, the Cagewrights, lies shattered, their members put on the defensive for the first time. A sinister cabal of cultists bent on plunging Cauldron into the prison plane of Carceri had awakened the volcano below the town, and amidst the attacks of dragons and fiends from the outer planes, these heroes were able to evacuate the city and then strike at the cultists in their lair near the volcano's heart. Smoke still rises from the shattered buildings and ruined streets of the troubled town of Cauldron, yet if not for the actions of a band of heroes, it would not exist at all.
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