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Darklord
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pt lis 28, 2003 8:17 am

Na stronie WotC pojawi³a siê kolejna darmowa przygoda (pi±ta dla 3.5) - Matters of Vengeance (1.6 MB ZIPedPDF). Przeznaczona jest dla postaci na 15-poziomach. <br /> <br />
Ombrol Losladan was born in the small village of Three Forks to an honest peasant family. As a child, he made friends with a girl named Taryn Bistimmer, who was nearly his age. As the two children grew older, their friendship blossomed into romance, and they began to court. Their love was a simple one, uncomplicated by jealousy or parental expectations. But they were poor, so Ombrol knew he must make his fortune before claiming Taryn as his bride. On his sixteenth birthday, he pledged his undying love for his lady fair and gave her his family locket as a promise to return and marry her. Then he left the village to join the militia in a nearby city. <br /> <br />During his absence, Taryn's family fell on hard times. Several seasons of poor crops put the family deeply into debt. Taryn's father died of a wasting disease, and to keep their home, her mother had to grant her only daughter's hand in marriage to the local baron, an older man named Kaiius Holden. Thus, when Ombrol returned home six years later as a decorated soldier, he found that his one true love was already married, though the childless union did not seem to be a happy one. <br /> <br />Instead of returning to the city, Ombrol stayed on to help his family, since his parents were growing old and could no longer farm the fields as they once had. Meanwhile, he kept a silent watch on Baron Holden's manor and pined for Taryn. His love for her drove him to obsession, and he began to keep track of the times that Taryn left for the village. Eventually, Ombrol worked up the courage to approach her in the market. <br /> <br />Their meeting was brief, and what Taryn said unsettled Ombrol, worsening his already fragile mental state. Baron Holden was a cold man who was interested only in his own happiness and comfort. His youth had long been over, and their marriage was a loveless one. Worse yet, she constantly feared for her own safety, since all of the guards answered to him and gave her little regard. Taryn longed to return to her one true love, but breaking away from the baron would place the two lovers and both their families in grave danger. When their rushed conversation was over, Ombrol sullenly watched Taryn leave, <br /> <br />Over the next two months, the former lovers met in secret on several occasions. Each time, their separation weighed more heavily upon them. Ultimately, Ombrol decided to take action. Donning his armor and sword once more, he pledged his services to the baron so that he could be closer to his beloved Taryn. Baron Holden accepted Ombrol's pledge of loyalty and placed the young soldier in his personal guard. <br /> <br />By this time, Ombrol was well aware of the baron's schedule, and he often found excuses to stay behind while the baron went hunting or walked among his people. Ombrol and Taryn sometimes managed to sneak away together in the baron's absence. Ultimately, however, another guard caught them trysting, subdued Ombrol by force of arms, and took him prisoner. Left shackled in the dungeon to wait for the baron's return, Ombrol bemoaned his fate. But his lady love was a resourceful woman, and she managed to obtain the keys to his cell and his manacles from one of the guards. Sneaking into the dungeon, she let herself into his cell and unshackled him. Knowing that both of them would face the baron's wrath if they stayed, the two lovers fled the manor on horseback. <br /> <br />The baron and his men scoured the nearby woods for his wayward wife and his treacherous guardsman, and their trail was quickly found. The baron's men set up an ambush for the pair along a wooded roadside and fell upon Ombrol and Taryn as they passed through. Ombrol was quick to rise to his lady's defense, but Baron Holden's forces had the advantage of superior numbers. Though Ombrol fought furiously, dispatching several of the guards who had once trusted him as one of their own, the baron finally ended the battle by firing a bolt through his wife's heart. She died in Ombrol's arms. After watching the life fade from her eyes, Ombrol offered no resistance as the baron's guards chained him and returned him to the manor. <br /> <br />For years Ombrol prayed for death as he wasted away in Holden's dungeon. He mourned his lost Taryn, but his grief slowly gave way to a cold anger. During his long incarceration, Ombrol plotted how he would kill the baron. In the end, however, Kaiius Holden simply disappeared. Though his loyal retainers spent months searching for him, he was never found. When they finally gave up on finding the baron alive, the guards freed Ombrol. They bore him no ill will for what he had done, and they didn't wish to see him waste away for the rest of his life. <br /> <br />Upon his release from captivity, Ombrol learned that his parents had died poor and destitute. The baron had told them that their son had deserted them and their village, and he levied twice the standard taxes upon them as punishment for the young man's crimes. Upon learning their fate, Ombrol became sullen and angry. He returned to the house where he had been raised and began to drink heavily. <br /> <br />During this inebriated period, a voice began to speak to him, offering words of comfort and urging him toward revenge. It taught him to cultivate his hatred and focus his loathing until he could use the skills he had acquired in combat against people who were normally considered good and upstanding citizens. The voice belonged to none other than the demon prince Orcus, who sought to make the unhappy Ombrol his tool. Ombrol returned to the manor by stealth and slew the guards who still lived there, along with their families and the few members of Baron Holden's family that remained. Now a known killer, Ombrol went into hiding, but he was eventually tracked down and slain by the local militia. <br /> <br />But Ombrol was not to be allowed the peace of death. Orcus animated his lifeless husk of a body, transforming him into a death knight. He recruited the undead from the surrounding area into his service and used his fearsome army to conquer the manor house where he had once served the baron. Realizing that they had fallen under the control of a fearsome undead lord, the villagers quickly fled the area. Their dwellings eventually fell into disrepair, and the once verdant fields became choked with weeds. The death knight stayed in the manor, biding his time and occasionally ordering brutal attacks on people traveling through the area that he controlled. <br /> <br />And so matters remained for more than two hundred years. Recently, however, a young noble named Erim Holden came to the area with his entourage. A descendant of the baron's nephew and the last living descendant of Kaiius Holden, Erin sought to reclaim the family property. Upon realizing that only undead now inhabited the village, he left for the city to seek reinforcements. But Ombrol had seen Erim and instinctively recognized him as a relative of the hated baron. Lord Ombrol ordered his undead followers to attack the baron's men and take the noble alive. The undead slew many of Holden's guards, but Erim himself escaped to the city on horseback. Ombrol, intent on revenge, hired the Dragon's Fang mercenary company to help him deal with the living inhabitants of the city and locate the baron's nephew.
 
Darklord
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sob sty 10, 2004 9:49 am

Pojawi³a siê szósta przygoda dla 3.5 - Lochfell's Secret (2.27 MB ZIPed PDF). Przeznaczona jest na 15-poziomy. <br /> <br />
Stories of misfortune are often exaggerated, especially when they have been retold many times. For that reason, most people aren't taking seriously the claim that a sea monster living along the coast is eating whole ships full of sailors and swallowing entire families. But there's no denying a few facts -- the town of Lochfell is losing its citizens to a sea monster (one that walks on water no less), someone is stealing that same town's dead, and ships are beginning to choose other ports for unloading their goods. Such a scenario could doom the residents of the small port town to either a monster's gullet or the poorhouse. <br /> <br />No one seems to know whether the town's two ongoing problems are connected, but the sea monster never leaves behind a corpse to bury. Is it collecting bodies for some dark purpose? Or did some more powerful evil creature create the sea monster to do its dirty work? <br /> <br />Someone in Lochfell knows the answer, and it's up to the PCs to find it out.
 
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sob lut 28, 2004 10:22 am

Pojawi³a siê kolejna przygoda dla 3.5 - War of Dragons (2.3 MB ZIPed PDF). Przeznaczona jest na 18-poziomy. <br /> <br />
Some hundreds of years ago, a group of grateful humans pledged themselves to the service of the gold dragon Miraxacalas in return for her aid in saving their city from an extraplanar threat. Though she graciously declined their offer, they would not be deterred and moved their whole community to a spot closer to her home. There they established the town of Silversands along the banks of a wide river near the mountains where Miraxacalas lived. Named for the silvery color of the sandy riverbank, Silversands grew and prospered. The people provided the dragon with whatever she requested, and she protected the town from the predations of large creatures and bands of giants. <br /> <br />The gold dragon's hoard has swelled with the gifts that the townspeople have rendered up every year, but she considers the town itself, with its population of loyal friends, to be the most valuable treasure of all.  <br /> <br />But such a prize could not remain uncontested for long. An ambitious black dragon named Vrinthralix Venrakkanax wants to expand his hoard by wresting treasure from other dragons, and he possesses the perfect weapon for doing so. <br /> <br />It didn't take long for Vrinthralix to assume control of Silversands. Its people now unwillingly serve him, fearing the consequences if they disobey. They don't have the skills or magic to best the old black wyrm, and Miraxacalas hasn't been seen in weeks.
 
Darklord
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sob mar 27, 2004 10:07 am

Pojawi³a siê kolejna przygoda dla 3.5 - Force of Nature (2.4 MB ZIPed PDF). Przeznaczona jest na 18-poziomy. <br /> <br />
Three hundred years ago, the coastal town of Porthaven was built on a site that was advantageous for trade but both geologically and meteorologically unstable. A volcano in the nearby mountains threatened to erupt and destroy the town, and earthquakes, tidal waves, and hurricanes were common. But the doughty townsfolk stayed and rebuilt after each disaster, determined to make the town prosper.  <br /> <br />Eventually, a powerful sorcerer named Khyber Mercane saw the carnage that the unending natural disasters wrought and decided to do something constructive. Recalling that he had once met some extraplanar creatures called modrons that favored order over chaos, he contacted them to see whether they could help. After discussing various options, Mercane struck a deal with the creatures: They would build and maintain a machine that would keep the town safe from the chaos of natural disasters, and in return, the townsfolk would keep a library of knowledge to pass along to them every year.  <br /> <br />The machine worked, and the volcanic activity ceased. The harsh windstorms that had previously blown through the valley softened to mild breezes, and the high waves that had battered the shoreline shrank to harmless ripples before reaching the coast. The earthquakes that were once common occurrences no longer shook the land. Even the seasons seemed to even out so that the temperatures rarely reached uncomfortable extremes. The crews of ships that had been through rough seas and stormy weather found the calm waters and friendly people of the town a welcome sight, as did many weary travelers along the coast. The town grew rapidly and soon became a bustling city. <br /> <br />For the first seven years, the modrons sent a representative to gather the accumulated knowledge and service the machine annually. Then the visits abruptly stopped. Khyber left to see what had happened to the modrons, but he never returned. <br /> <br />Worried about the safety of the untended machine, the clerics of Wee Jas built a temple around it to shield it from unauthorized visitors. But though this tactic did safeguard the machine, it also removed it from the people's sight, and eventually it was forgotten by most of the populace. Only a handful of the church's priests still know of its existence, and fewer still know its true purpose. Sister Mara, the most senior member of the clergy, has been studying the history of the machine, and she has recently rediscovered its purpose and a few details of its maintenance. Realizing that the machine had not been refueled for many years, she warned the townsfolk that disasters might be imminent, but they scoffed at her dire predictions.  <br /> <br />A few weeks ago, the machine ran out of fuel and shut down entirely. Shortly thereafter, Porthaven experienced its first earthquake since the activation of the machine, but the tremor was small and went unnoticed by most of the city's residents. The next sign that the city had lost its protection was much more obvious. This morning, the nearby volcano suddenly erupted, spewing forth a hellish river of molten rock and fire. The sky grew as black as night, and fiery ash began to rain down from the heavens. The earth beneath the city heaved upward, toppling structures and feeding the fires caused by the flaming debris. A great wall of water from the sea laid waste to Porthaven's docks, leaving many seagoing vessels and coastal homes either at the bottom of the bay or in ruins in the city's streets.  <br /> <br />Currently, the city officials are busy evacuating the residents through several magic portals that are normally used only by merchants and adventurers. But these few portals cannot accommodate everyone, and the rivers of lava will reach what is left of the town in only a few short hours.
 
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śr mar 31, 2004 7:13 pm

Pilnie poszukuje jakiej¶ przygody dla pocz±tkuj±cego MG dla niskopoziomowyc graczy. <br />Bêde prowadzi³ ju¿ nie d³uga i bêdzie to pierwszy raz, a w³asnej przygody nie chce pisaæ bo obawiam siê i¿ bêdzie ona trochê przesadzona dla mych graczy.
 
Darklord
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sob maja 29, 2004 9:46 am

Pojawi³a siê kolejna przygoda dla 3.5 - Frozen Whispers (2.1 MB ZIPed PDF). Przeznaczona jest na 3-poziomy. <br /> <br />
Despite the bitter cold that reigns here nine months of the year, the Timberway Forest has long been a source of prosperity for civilized folk who live nearby. Many trappers and hunters spend the better part of the year within its borders, stockpiling furs and meat to trade in the frontier towns to the south, where they spend their winters. Most feel that the value of these commodities makes braving the Timberway Forest worth the risk. <br /> <br />Recently, though, a small group of trappers and hunters has awakened a terrible new menace in the forest. Based in a remote hunter's abode called the Bluerock Lodge, they hunted the animals of the woods more out of a deep-seated desire to be cruel than a need to feed themselves. In particular, they focused their hateful attention on the local Timberway lion population. Timberway lions are rather small (more like leopards), but they are known for being lithe and wary. Still, the trappers had the advantage of intelligence and tools, and before long they had slaughtered the entire pride save for its leader. As the winter worsened and game grew ever more scarce, this last surviving lion began to starve. At that point, the darker forces of nature took notice, and the Timberway Forest gained a predator like no other.
 
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sob cze 26, 2004 8:47 am

Pojawi³a siê kolejna przygoda dla 3.5 - Dry Spell (1.05 MB ZIPed PDF). Przeznaczona jest na 3-poziomy. <br /> <br />
The dry season has been unusually severe this year, and the locals had planned on bringing water to their towns from the nearby lakes, just as they always had in previous years. This year, however, three lakes have gone dry in a matter of weeks. The locals are frightened, and they face death by thirst if they cannot stop whatever menace is destroying their lakes before the rest of the area's water sources go dry. What kind of power could achieve such a result is anyone's guess, but the locals suspect Relgore Himtooth, the notorious bugbear who leads a band of raiders in the area. <br /> <br />A short time ago, a squad of militia, apparently summoned by an irate nobleman, set off to find the raiders and end their depredations once and for all. Though the militia reported success, the locals are not so sure. Relgore evidently survived the battle, and he has probably reformed his band by now, just as he has always done before. But gathering and training a new band always makes the bugbear testy, and he always seeks the harshest possible revenge on any humans he can find. <br /> <br />But rarely is the bugbear subtle about his vengeance, and he couldn't possibly be responsible for drying up the lakes -- could he? Surely such a trick would take powerful magic, and the raiders have never shown any magical ability before. Could some new menace be threatening the area, or does Relgore simply have a new trick up his sleeve?
 
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pn sie 02, 2004 12:04 am

Pojawi³a siê kolejna przygoda dla 3.5 - Bad Light (1.42 MB ZIPed PDF). Przeznaczona jest na 4-poziomy. <br /> <br />
Named for the mother-of-pearl scales that once covered its exterior, the Pearl Tower is an ancient navigational beacon built centuries ago to guide seagoing vessels around a dangerous reef. The reef lies just below the waves and is practically invisible from the surface, especially at night. By staying clear of the waters lit by the tower, trade captains can sail their ships safely around the reef rather than going miles out of their way to avoid it.  <br /> <br />The narrow beach near the reef is cut off from the mainland by a long, tall cliff. The Pearl Tower was built against a near-vertical section of the cliff so that in addition to its primary function of guiding ships, it could provide easy access from the cliff top to the beach below. <br /> <br />Because the presence of the cliff makes fishing impractical and the land is too rocky for farming or ranching, no community has ever grown up around the Pearl Tower, and no lord is willing to invest in a garrison for its protection. The beacon has always been maintained by poor commoners who receive a small stipend from various merchants' guilds for their service. Since the Pearl Tower has never contained anything of value and no one has ever lived in it, brigands have never bothered it. <br /> <br />Recently, however, ships have begun to disappear from the trading lanes, and the tower is suspect. Why has its light become unreliable? Is some evil creature living there and preying on the shipping trade?
 
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pt sie 27, 2004 10:53 am

Pojawi³a siê kolejna przygoda dla 3.5 - March of the Sane (460 KB ZIPed PDF). Przeznaczona jest na 5-poziomy. <br /> <br />
Within the past few months, a new cult has been gathering momentum in the outlying areas of a civilized realm. Led by a man named Wautto, its members call themselves the Sane and forswear the use of violence in any form. A persuasive speaker, Wautto has gathered numerous followers while visiting small towns and preaching that violence is wrong and evil. But though such an attitude seems laudable, the cult members have used almost every form of coercion to rally others to their cause -- including the violence they claim to abhor. <br /> <br />With the aid of his followers, Wautto has launched a campaign to convince townsfolk everywhere that in order to have peace, they must refuse to support those who resort to violence -- even violence against evil. As soon as a town rallies behind this concept, Wautto declares it a Place of Sanity and moves on, leaving a few of his followers behind to watch over it. <br /> <br />One by one, however, Places of Sanity have fallen victim to bandit raids, assaults by orc tribes, and the predations of undead. Why have these places been targeted by the forces of evil? Is Wautto somehow involved in their demise? Only the PCs can put a stop to the deaths that follow in the wake of the Sane -- and they're not welcome!
 
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pt wrz 24, 2004 8:43 am

Pojawi³a siê kolejna przygoda dla 3.5 - Primrose Path (1.2 MB ZIPed PDF). Przeznaczona jest na 6-poziomy. <br /> <br />
The village of Holtston has been clinging to existence on the edge of civilization for many years, despite the storms, monsters, bandits, and other calamities that have nearly destroyed it on several occasions. Its people have always drawn on the strength of their faith to carry them through hard times. Though they have no church of their own, they send offerings to and receive guidance from a temple of Pelor located 100 miles away, beyond a wild forest. <br /> <br />This unusual custom began 102 years ago, when a combination of blizzard, blight, and orc raids nearly wiped out the town. A wandering wise man named Versivious arrived in Holtston and suggested that a wagonload of goods be sent to the Temple of Pelor as a sign of the village's faith. <br /> <br />Though the villagers could scarcely spare a wagonload of goods, they agreed, and Versivious himself took the shipment through the woods to the temple. Orcs attacked him along the way and wounded him badly, but he managed to get the offering to the temple before expiring. Shortly afterward, Holtston experienced a rash of good luck. The blight ended, a group of heroes drove off the orcs, and a particularly rich crop came in. The town was saved, and Versivious became a local saint. <br /> <br />The offering to the Temple of Pelor has now become an annual tradition. Although a few priests and wizards have offered to simply teleport the goods safely to the temple, Holtston's tradition requires that the wagon bearing the tribute travel the same route that Saint Versivious used a century ago. The date is more flexible -- the goods can be delivered any time after the fall harvest and before the first snow of winter. <br /> <br />In the 102 years since that first offering, the goods have been delivered every year except one. Forty-seven years ago, the shipment was lost in a forest fire. That winter, a terrible blizzard nearly destroyed the town, and a blight struck the crops the following spring. Because of these events, the villagers believe their prosperity depends on following the tradition of the offering to the letter. <br /> <br />This year, the first wagonload of goods never made it to the temple, and its escort never returned. A second wagon was sent, but it also disappeared somewhere in the woods. The village has now lost two wagonloads of goods, as well as the best and bravest of its young people, and the remaining villagers can only barely afford to put together a third wagonload. The temple has offered to send help, but the people of Holtston believe that the goods must arrive without direct aid from the temple. Outsiders can help, in the tradition of Saint Versivious, but no one from the temple may do so.
 
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sob paź 30, 2004 9:06 am

Pojawi³a siê kolejna przygoda dla 3.5 - Lest Darkness Rise (1.98 MB ZIPed PDF). Przeznaczona jest na 7-poziomy.

Long ago, a local priest created a warded graveyard on a remote hillside. As the years passed, it gained a reputation as a spot whose defenses were powerful enough to keep undead in and tomb robbers out. Adventurers began to bring the remains of any creatures they suspected might become restless in death to the Tomb Steppe for interment, and in time they also sought aid against such creatures from the friendly priest. After his death, a brief spate of undead activity commenced, then died away once again.

As the years passed, the tales of undead activity in the Tomb Steppe faded into legend, and colonists began to move into the lands nearby. The town of Night Falls was founded a short distance from the graveyard, and it grew quickly into a thriving trade center and farming community. Realizing that the Tomb Steppe was safe enough during the day, the citizens began burying their dead there rather than building new crypts on pristine farmland. Because this method of interment was cheap and easy, people from many surrounding communities brought their dead to the town as well. The business of burial brought new prosperity to Night Falls, and a guild called the Funerary House sprang up to control the trade.

But it seems that the threat from the Tomb Steppe has not entirely been laid to rest. The Great Mausoleum -- the largest and finest tomb in the steppe, has been unsealed, and an apparition has been seen within. Who will go to the Tomb Steppe by night and reseal the tomb?
 
Darklord
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pt lis 26, 2004 8:24 am

Pojawi³a siê kolejna przygoda dla 3.5 - Cave of Spiders (1.1 MB ZIPed PDF). Przeznaczona jest na 9-poziomy.

The forest abruptly gives way to a long slope covered with loose rocks and scraggly bushes. A sheer cliff, about as tall as a good bowshot, rises from the top of the slope. About 20 feet above the surrounding forest floor is an opening that faces west. The slope leading up to it is mostly clear of vegetation but covered with scree.

Could this be the entrance to the lair of the bandits who are behind the recent crime spree in the surrounding towns? And if so, what fell traps and dangerous monsters guard the place?
 
Darklord
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sob gru 25, 2004 9:18 am

Pojawi³a siê kolejna przygoda dla 3.5 - The Thunder Below (2.3 MB ZIPed PDF). Przeznaczona jest na 17-poziomy.

Although a small settlement, Sarwin is old and steeped in tradition. Founded nearly 600 years ago by the cohorts and adventuring companions of the newly wedded Annah and Zebulahr Sarwin, the village sprung up overnight. With their powerful magic and well-trained minions, the Sarwins easily repulsed the uncoordinated hordes of orcs and giants that assaulted the region after every spring thaw. Likewise, their presence quelled the frequent earthquakes that had plagued the region. Today, the orcs and giants are a distant memory, and the few earthquakes to strike the region have been minor and explained to the children of Sarwin as "underground thunder," or long-delayed echoes of ancient battles between the orcs and giants.

Since that time, the people of Sarwin have known peace and relative quiet (with the exception of those increasingly rare earthquakes). Although Annah and Zebulahr have long since passed away, their family line has remained strong and it has held the estate with efficiency and grace, much to the appreciation of the folk of Sarwin. Little do the villagers know the true nature behind the earthquakes or the source of the orcs' obsession with the region...that the Sarwin family has been keeping a terrifying secret from them for the past six centuries.
 
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pn sty 03, 2005 10:49 pm

Pojawi³a siê kolejna przygoda dla 3.5 - Shrine of the Feathered Serpent (363 KB ZIPed PDF). Przeznaczona jest na 12-poziomy.

Two generations ago, a series of localized but very deadly epidemics plagued the land. In the great cities, experienced clerics and other healers managed to keep the disease at bay. Most rural communities, however, lacked the resources to protect themselves adequately. The residents simply had to hope that their relative isolation and the meager skills of their residents would be enough to preserve them.

One such community was the woodland village of Pearlglen, so named for the freshwater pearls often found in the nearby river. The simple folk of Pearlglen had only their wits and the healing powers of their village priest to protect them. As fate would have it, the plague arrived quite suddenly in Pearlglen, carried by streams of refugees who were fleeing places already afflicted. The old village priest was among the first to succumb to the disease, but on his deathbed, he vowed that his village would not perish.

The very next morning, Pearlglen's savior arrived in the form of Tlanextic, an incredibly beautiful couatl. Tlanextic would not say whether the old priest's prayers had brought him to Pearlglen or whether he had merely been passing by. But whatever his reason for visiting, the couatl proved an excellent public health officer, and he quickly arranged to treat the afflicted who could be saved and to ease the passing of the doomed. He also made sure that the plague victims were properly buried to stem the spread of the disease. In less than a fortnight, Tlanextic's efforts had blunted the worst effects of the plague, and Pearlglen was disease-free within a month. When he was certain that the danger had passed, Tlanextic took his leave, promising to look in on the village from time to time.

In gratitude, the people of Pearlglen crafted a handsome statue of their savior using hardwood from the forest and pearls from the river. The statue stood in a place of honor in the village shrine, not far from the old priest's tomb. Over the years, Pearlglen became famous as the home of an astonishing couatl statue, and curious onlookers began to visit. Eventually, the church of Pelor expanded the shine and placed a fairly senior cleric there to keep an eye on the relic. In like manner, the village established the Wardens -- a sort of local militia -- to protect its citizens.

All has been calm in Pearlglen since, and the humans of the village have resumed their peaceful existence. But what is the nameless dread that now stalks the woods, causing fey and other woodland beings to give Pearlglen a wide berth? And what threat has brought Tlanextic back again?
 
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pt sty 28, 2005 8:39 am

Pojawi³a siê kolejna przygoda dla 3.5 - To Quell the Rising Storm (1 MB ZIPed PDF). Przeznaczona jest na 10-poziomy.

In the year since the war that ravaged this country ended, the land has been slow to heal. No crops grow in the burned fields around the town of Evenfall, and the locals will be hard pressed to survive the winter, let alone defend themselves from any new incursions. But the evidence suggests that some evil force stands ready to take advantage of the poorly defended villages in the frontier. Gnolls are the most likely candidates, but the fact that these evil humanoids have ceased their usual unorganized raids is an ominous sign. Has someone organized them into a true fighting force? If so, who -- and more importantly, why?

The folk of Evenfall have begun to fortify their town and outposts against the unknown threat as best they can. The town has fielded a few guard patrols to check the area for humanoids, and its citizens have been keeping to themselves. The streets practically roll up at dusk, since no one wants to be out at night. What they need, however, are heroes -- heores who are willing to brave the unknown in search of answers. Are the PCs up to the task?
 
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ndz sty 30, 2005 6:14 pm

Nie wiem czy ktoś podawał już ten adres, ale zaryzykuję:

http://www.rpgarchive.com/index.php?sysid=...=adv&sort=Alpha

Dużo przygód, do różnych settingów D&D, ale też do zupełnie innych systemów. Oczywiście wszystko englisz werszyn...
 
Darklord
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pt lut 25, 2005 9:36 am

Pojawi³a siê kolejna przygoda dla 3.5 - Tower in the Ice (440 KB ZIPed PDF). Przeznaczona jest na 9-poziomy.

Many centuries ago, an evil ogre mage built a tall tower in an arctic vale. Adventurers eventually defeated him and looted his tower, leaving it empty for decades.

Almost fifty years later, a geological upheaval flooded the vale, submerging all but the tower's uppermost level. Because of the cold temperatures in the area, this new lake soon froze, masking the massive structure beneath the water level. Only its topmost portion still protruded from the ice. The tower remained quiet for many years thereafter.

Now, however, local bards relate tales and legends of an eccentric old woman who lives on an island on a frozen lake. This person is reputed to be an avid ornithologist who will pay generously for any unusual avian specimens that anyone cares to bring. But is this strange lady more than meets the eye?
 
Darklord
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śr mar 30, 2005 10:17 am

Pojawi³a siê kolejna przygoda dla 3.5 - A Dark and Stormy Knight (437 KB ZIPed PDF). Przeznaczona jest na 1-poziomy.

Long ago, a small but mighty humanoid kingdom existed in what is now the local wilderness. Bugbear and ogre warriors fought brutal wars of expansion, earning great fame and amassing considerable fortunes from their predations. Those who died in battle were buried in large tomb complexes dug into hillsides and honored as patrons of the living. Among these tombs was the large tor known as Hightower. Though it was neither the largest nor the most famous of the kingdom's tombs, Hightower did represent a typical example of this kind of structure.

As happens to all such nations, the cruel humanoid kingdom eventually fell to a more powerful foe that razed all its cities and outlying fortifications. Of the tombs, only Hightower escaped destruction -- largely because it was an unimportant monument in a remote location. A few tribes of humanoids that survived the devastation tried to use it as a fortress, but the humans with whom they clashed defeated them soundly and sealed the entrance with a huge, round stone to ensure that the tor could no longer be used as a base. Since then, Hightower has served as a landmark for travelers in the know, but it has otherwise been largely forgotten.

But the electrical storms that have plagued the area in recent days have been quite severe, and a few weeks ago, a stray lightning bolt broke open the stone seal. Tonight, yet another terrible storm is sweeping through the wilderness, driving all creatures to take shelter where they can find it. Hightower looms on the horizon, and its door is no longer blocked. Will the PCs dare to enter its silent halls?
 
Darklord
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śr maja 18, 2005 8:02 am

Pojawi³a siê kolejna przygoda dla 3.5 - Fait Accompli (2.12 MB ZIPed PDF). Przeznaczona jest na 12-poziomy.

The small barony of Icenvale is located in the far north, on the edge of an arctic wilderness. The area is rich in natural resources -- particularly furs, fish, and iron ore -- but the harsh conditions make capitalizing on this wealth difficult at best. Thus, the barony's exports are low and its economy is weak. Since most of Icenvale's residents are content just to survive the six-month winters, they give little thought to events beyond their own borders. But they are a sturdy, hardworking people, and their respect for tradition is as great as their respect for law.

One reason that Icenvale has stayed out of the local political arena is that it lacks an official ruler. A white dragon named Hinterbite slew the last baron of Icenvale more than three hundred years ago and stole his symbol of authority -- a rod of rulership. By Icenvale law, an heir to the title must have that specific rod (not some copy or replacement) to take power. Though the baron's heirs and their supporters certainly did not lack the drive and the capability to take on the dragon and recover the rod, an ancient prophecy states that should the ruling family ever lose it, only outsiders -- that is, folk not of Icenvale heritage -- can recover it. Any Icenvale resident who participates in such a venture is doomed to die before it ends. This odd combination of ancient law and prophecy has thus far kept any of the baron's heirs from assuming control.

A Guild Council made up of local master crafters and artists stepped into the void and quietly took control of the barony's civic functions. For the past three hundred years, this council has made most of Icenvale's ruling decisions. Though it has no official power, most citizens accept it as a ruling body in the absence of a true ruler.

Orielle Bladeworthy, a well-liked young paladin, is currently the only legal heir to the baron's throne. Like her predecessors, however, she cannot take power because she does not have the rod. Though she has toyed with the idea of ignoring the prophecy and setting off to recover the rod herself, the citizens have thus far dissuaded her from doing so because her death would mean that Icenvale could never again have a ruler of the true blood.

However, the situation in Frosthaven, capital of Icenvale, is becoming increasingly unstable. Orielle has accepted the fact that she may never be able to rule, but she has recently begun pushing to make the barony a republic and place the political power in the hands of the citizens. So far, she has gained little support for the idea, but her efforts (as well as the heroic actions she has taken in defense of Icenvale) have made her very popular with her people.

Meanwhile, Hinterbite has grown older and larger, taken a mate, and produced a brood of young. Though his mate died fighting a group of adventurers, the youngsters have grown strong and cruel. The four young dragons and their father have begun raiding larger and larger areas. Orielle has announced her intention to kill the dragons in order to save her people, and only a vast public outcry has thus far prevented her from making the attempt. Thus, she is currently in search of heroes to undertake the task on her behalf.
 
Darklord
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pn paź 31, 2005 8:51 am

 
Samotny Z...
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pt lis 11, 2005 10:22 am

Witam wszytkie Duszyczki po bardzo d³ugiej przerwie. :evil:
Darmowe przygody??? Super sprawa! Tak jak kto¶ pisa³ powy¿ej - Brak Czasu na opracowanie w³asnego pomys³u. ¦wieta prawda, która nigdy nie przeminie. Przeciêtnie, wydaje mi siê, ¿e trzeba poswiêcic minimum te 2 godziny na rozpisanie chrakterystyk NPCów( pomimo, ze podrecznik MP podaje gotowce dla nich), opracowanie lokacji- mapki, plany i takie podobne bzdurki oraz sama analizê scenariusza. Zawsze trzeba przygotowaæ dodatkowo co¶ jeszcze jakby posz³o nie tak :D. A gdy mamy gotowca problem odpada. Najczêsciej oficjalne przygody s± testowane i zawieraja minimum b³edów a maksimum super zabawy. to chyba jest argument.
Kto¶ pisa³, ¿e mozna przerabiaæ przygody z innych systemów. Takze ¶wietny pomys³ z tym, ¿e trzeba opracowaæ od nowa ca³± mechanike pod system i to znowu zabiera troszkê czasu.
Osobi¶cie polecam ko¿ystanie z Warhammera- system dark fantasy, Earthdawn'a- heroic fantasy czy dawno zapomnianych Kryszta³ow Czasu- polskie heroik fantasy wzorowane na ukochanych AD&D - które prukowa³a "Magia i Miecz" (bez obrazy dla Was, przypuszczam, ze wielu z Was nawet nie spotka³o sie z tym systemem, choc mo¿e s³yszeli, a Szkoda :cry: ).
Koñcz±c, darmowe przygody s± ok to jednak Drodzy MP twórzcie w³asne scenariusze bo chyba nie ma nic fajniejszego jak kreowanie w³asnych pomys³ów na sesji( czyt. Patrzysz siê jak Twoi gracze pocê siê nad przygoda a Ty w g³ebi duszy masz radoche jak dziecko :D ).
 
Darklord
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śr gru 07, 2005 9:33 am

 
Cesiu the MP
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sob lut 24, 2007 10:43 pm

Ale ja nie mam czasu zeby to sobie w glowie tlumaczyc. Nie moze ktos dac linka do takiej porzadnej strony z wielka lista przygód? Bo mialem nadzieje ze cos takiego tu znajde. Wiem ze ostatni post przedemna byl pisany dwa lata temu, ale ktos tu pewnie zaglada. No...Moze.

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