![]() ![]() It follows a river deep into the earth reaching the Underdark and other foul places beneath the surface. This one is more horizontal than vertical. ![]() However, it is not your standard, Mega-Dungeon. The Dwarves were known to produce gems which they sold all across the land from mines below the citadel. Rumors persist, however, about the riches left behind in the caverns below the citadel. The Orcs and Goblins seem to have lost interest in the place. It is said that mighty warrior holding a black spear given to him by his god led the attack and sacked the fortress. After many attempts to lay siege to the citadel the Dwarven defenders finally were overwhelmed. This is the first adventure of the Tokenheimer Trilogy, all of which are available to download at Dragonsfoot ( LT1, LT2, LT3).įor more than a thousand years the Dark Citadel guarded the mountain pass between Orcs and Men. Can your adventurers keep their sanity long enough to escape this deadly adventure? An adventure for Characters Levels 10-12. ![]() Its ghostly inscription leads them to an experience like no other. This is the second adventure of the Tokenheimer Trilogy, all of which are available to download at Dragonsfoot ( LT1, LT2, LT3).Ī strange artefact is discovered by your party. Can your adventurers survive long enough to escape from the boughs of the Earth? An adventure for Characters Levels 10-12. This is the third adventure of the Tokenheimer Trilogy, all of which are available to download at Dragonsfoot ( LT1, LT2, LT3).Īfter being banished deep underground your party has only one option get out of the Underdark alive. Can the party maintain their sanity long enough to overcome this twisted place? An adventure for Characters Levels 8-10. Your player characters have escaped the Underdark only to find themselves in a twisted labyrinth that only a demented mind could conceive. You may require Adobe Acrobat Reader to read this file. An AD&D adventure for Characters Levels 2-3. Included is also helpful hints for new DMs in how to run and adjudicate the module. Plenty of information to flesh out the world in which Chalden lies, or to place it within the World of Greyhawk. First written back in 1986, this Dragonsfoot publication is a ready-to-play module with an introduction to a new world for First Edition Dungeons & Dragons. The people are gruff and suspicious of outsiders, and to folk from other lands they seem introverted and superstitious. HM1: The Disappearance of Harold the Hedge MageĬrossroads of Chalden takes place near the barbarian lands of snow and ice. Just click on the link on the rightĬheck out the Simulacrum Games section for compatible retro-clone material. More new character sheets available in the Character You can find it at (Please note that there are It's packed full of mini-adventures, monsters, magic and much more. Why not check out Footprints, Dragonsfoot's very own e-zine. So help keep DragonsfootĪlive by sending in your feedback, links, adventures, Section is kept alive by folks just like you, Lines, and overall make your game better. ![]() Provide help, assistance, guidance, enhance story Welcome to the First Edition Advanced Dungeonsĭevoted to players, and referees. Section Editor: Steve Forum support for this section available. It is compatible with previous versions of Shadowrun and with previously published Shadowrun source material.The home of the Original Advanced Dungeons & Dragons game at Dragonsfoot! Shadowrun, Third Edition updates, revises, expands and clarifies rules from previous Shadowrun rulebooks. It contains all the rules needed to create characters and ongoing adventures set in the popular Shadowrun universe. Shadowrun, Third Edition is a complete rulebook for gamemasters and players. You don't just survive in the shadows-you thrive there-for now. You may throw fireballs, pull out your trusty Uzi or slice through computer security with a program asĮlegant and deadly as a stiletto. You're a shadowrunner-a street operative. And you're a part of this wired world, where corporate skyscrapers glitter over the dark shadows they cast. Flesh and machines have merged-the street samurai with his smartguns and impossibly fast reflexes, the decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to his vehicle and takes hairpin turns at fantastic speeds. Corporations call the shots while nailing each other through covert operatives in cutthroat competition. Magic is as real as the mean streets of the mega-sprawls. ![]()
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