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Te Silvanesti elves seem tired, and while they ofer what little they have it is obvious they dont have much. Tere is a marked diference in Alhanas attitude around the elves and the heroes can see how much she cares for her people. Te older elves only speak in Silvanesti and only to Alhana when possible. Te children Laviah and Cerann will whisper to the heroes in Common with thick accents when their parents are not looking and are willing to answer questions with what little information they know.
In the morning Alhana gives the heroes a small amount of time to purchase equipment from a local trader. She discreetly gives the family a pouch of ffy steel pieces and ofers the same to the heroes for supplies. It is the last of her money. Second CampWallach EL As the heroes arrive in the ruins of Wallach read or paraphrase the following: A lthough Alhana has given you more control over your grifon it has not prevented the boredom of hours of riding from setting in.
As if by some unseen command all the grifons angle downward and start a descent toward the plains below. As you land near the ruins of a deserted town you can spy from your elevated position a massive tree on the horizon.
A single vallenwood tree, like those of Solace, stands green, thriving and alone in the wintry landscape. Te Situation: Te town is abandoned so it should be easy to fnd shelter among the ruins. One of the best kept buildings is an old temple of Zivilyn, god of wisdom and insight. From the looks of it now only the mosaics on the walls have any hint of what the building used to be used for. Images of the World Tree and worshipers sitting in contemplation around it are set in tiles on the walls.
Development: If the heroes spend the night in the temple or visit the World Tree and stay the night beneath its boughs, the hero with the highest Wisdom score or any character that may be interested in becoming a cleric experiences a dream. In the dream they climb the World Tree and meet an old man who smiles a toothless smile and hands them a medallion of faith with a symbol of a tree on it. When they climb back down and walk away from the tree grass springs up from the barren ground from where they tread.
If the next morning that character can convince Alhana to allow them to remain long enough to climb the tree they will discover a volume containing the holy rituals of Zivilyn and a medallion of faith.
Tese will allow an individual to learn of Zivilyn and become a cleric of the God of Wisdom. Torath River EL When the players reach the Torath River on the third day read or paraphrase the following: W inding slowly across the great frozen plain is the Torath River. Its surface is crystal-white frozen over from the winter chill.
Development: If the heroes are not fying over the river there is a chance that the surface of the river could break, dropping one of the heroes into the river below. Third CampRuins of Elial EL 9 As the heroes arrive in the ruins of Elial read or paraphrase the following: P assing over the Torath River the grifons make landfall at another ruins in the Plains of Dust, yet another city abandoned following the Cataclysm.
At least it may ofer some protection from the constant, biting wind and provide some place you can start a fre. Te Situation: Unlike the other ruins the heroes have stayed in, this one has some inhabitants. Te Red Dragonarmy passed through this region a month ago on their way to Qindaras and lef a handful of goblin troops stationed here as messengers and nominal guards for supply caravans from the north. However, there are no obvious signs that the troops are even in the ruins as they rarely post anyone outside on watch.
Development: Te real danger is a young red dragon that is in charge of the goblins. He can marshal his forces into a fairly competent group when called upon to do so. It is up to you on how to approach this encounter.
It can be skipped entirely if you feel they need to get to Silvanesti quickly. Alternatively if the heroes go exploring the ruins they may discover the building where the young dragon Smolder and his warriors are located.
Creatures: One young red dragon and 20 goblins. If the heroes encounter the Dragonarmy troops without alerting them they will be in a large warehouse on the edge of town. Te goblins start bonfres and can be found getting drunk and singing loud songs around the fre. If they are attacked, then the troops will be in disarray and it will take Smolder a couple of rounds to organize them.
By then it may be too late. If the goblins fnd the heroes frst, Smolder will use his troops wisely, have them spread out and attack with ranged weapons. If Smolder is reduced to 50 or less hit points, he will fy to Qindaras to report the position of the heroes to the forces stationed there. Treasure: Within the building the heroes will fnd a variety of equipment, including two weeks worth of rations, 20 full waterskins, two barrels of wine, six short swords, six sets of Small leather armor, 10 light wooden shields, a small chest bound with iron bands and a good lock DC 30 containing 30 stl, sp, three jaspers worth 50 stl each , three potions of cure moderate wounds and a potion of resist fre.
Smolder has also stashed a number of more valuable items. You seem to spend as much time fying as you do daydreaming when all of a sudden the world drops out from under your feet and you fnd yourself falling. Your grifon is diving straight down toward a number of black specks on the ground that you realize are a camp of ogres!
Te Situation: A troop of Dragonarmy ogres charged with searching for nomad settlements ran across a young grifon. Tey captured the grifon easily since it had a broken wing and have been torturing it, sofening it up a bit before they pluck it and eat it. Development: Te grifons are even refusing to obey Alhanas commands at this point. Tey are determined to rescue the young grifon no matter what.
As the grifons approach, each grifon with a rider will land for one round, long enough for their riders to jump of, before taking to the sky to attack the ogres of the camp and rescue the young grifon. Te young grifons legs are tied up and its sharp beak has been wrapped in rags. Its lef wing lies limply by its side.
Creatures: Four ogre warriors. If they see an opportunity to fank and opponent they will take the opportunity. If the grifons are too hard to hit while they are fying the ogres may try to grapple them to prevent them from fying above them.
Kings Road EL As the heroes travel from the third camp to the forth camp you may read or paraphrase the following: G reat pillars of broken stone form a series of tremendous arches that march eastward across the plain. Looking above you, you see that the arches support some sort of huge platform, now broken and crumbling. Te stone is molded not cut, obviously elven work.
Te Situation: Tis is the ancient Kings Road, an elevated highway. Once, long ago, the marvelous carriages of the Silvanesti elves traveled here. Te Cataclysm destroyed all that, however, and now all that remains is the skeleton of its glory. Te road is broken and too far above the ground to be of much use, but it does serve as a guide toward the ancient kingdom of Silvanesti. Fourth CampGrimwater Coulee EL As the heroes arrive in the ruins of Purstal read or paraphrase the following: A s the day draws to a close you can see that you have passed over yet another ruined city.
From your vantage point in the sky you see shadows moving along the streets, but perhaps its just a trick of the light. Tere doesnt appear to be any living creatures at any rate. It looks as though you are headed for a nearby ravine riddled with caves. Te Situation: Alhana has wisely decided to make camp outside of the ruined city of Purstal in a nearby ravine.
If asked why, she simply says that the place is haunted. Development: Tere are no planned encounters for this scene, but if the heroes decided to go investigate the ruins of Purstal they will come across plenty of undead. It may serve as a good location for a side trek, but there is no further information on it in this adventure. Fifth CampBlack Stain EL As the heroes arrive in the ruins of Black Stain read or paraphrase the following: A t last, as the sun starts to set on the ffh day you can see to the east, a sea of green treetops in the distance, extending to the cloud-shrouded horizon.
Tis is Silvanestifabled and forbidden home of the elves. Te Situation: Alhana leads the heroes to a trio of ruined towers ten of miles from the edge of the forest and tells them to make camp.
She suggests that everyone should get a good nights rest for, tomorrow they enter Silvanesti. Development: Tat night, as the heroes sleep, have each player make a DC 15 Will save.
Failure indicates that the hero is troubled by nightmares that they just cant seem to remember and they are fatigued until they receive eight hours rest or magical healing that cures adverse conditions. Tey may believe that the towers are the source of the nightmares.
Alhana knows exactly what the cause is, but she is reluctant to speak of it unless by this time the heroes have earned her trust. She will tell them that the powerful enchantment that has taken over her kingdom is the cause and this is why she needs them, to fnd her father and remove the enchantment.
She believes the two goals are one in the same. Leaving the Plains of Dust Once the heroes have arrived at the edge of the Silvanesti Forest they will be beyond the Dragonarmys reach. If the heroes made the crossing without Alhana she will be at the edge of the Silvanesti Forest waiting for them.
Tis is also the time that the grifons will depart from Alhana and the heroes because they refuse to enter the forest while it is tainted by dark magic. So from here on out the heroes must venture into the forest on foot.
Alhana begins to reveal exactly what she needs help with. Once they arrive in Silvanesti she leads them to the Ton-Talas river and, as she leads them, she explains further about the journey that lies ahead. Tree years ago, my people were locked in a desperate struggle against the Dragonarmies invading our land from the north.
It seemed for a time that our eforts would stem that tide. Yet in the pitched heat of that battle and the evacuation, something happened. Our land began to twist into horrible apparitions of our worst nightmares. My father was still within the city when this happened.
It is to rescue him and reclaim the land that I need your aid. I fear he attempted to use the dragon orb to aid our people, but something went horribly wrong. Chapter Nine: Dreams Silvanesti remains one of the few places in Krynn where the Dragonarmies do not go. If we can fnd my father and the source of the nightmare, the Dark Queens attention would be turned for a time from your precious western freelands. Tat alone should be worth the price of your help.
But there is one bit of lore unknown to many of the wise. Tere have always been dragonlances in Silvanesti. Te Situation: If asked further questions Alhana will answer to the best of her abilities. She will give them information on her fathers past see Te Tragedy of Lorac sidebar on page While she managed to escape the Nightmare once she believes that it has grown stronger in her absence. Once they arrive read or paraphrase the following: A lhana leads you to a great river that fows slowly through the woods.
Huge trees form a vast canopy high above the foot-wide waterway. Silvery leaves futter down to rest on the waters tranquil surface.
Te water is not frozen. Indeed, the temperature of the air is warmer than in the plains. It is, however, not a pleasant warmth. Te air seems stagnant, as if spring had stayed here too long and was slowly rotting. Te Situation: A DC 15 Knowledge history or arcane check will allow a hero to remember an ancient elven superstition about the Ton-Talas. It claims that whom-so- ever casts coins from their purse into the river the elves call Ton-Talas will see their future refected in its surface.
Alhana will insist that each of the heroes participate in casting the coins. Casting the Coins EL Tis is an important part of the story and deals with the goal and fnal outcome of this adventure -to free the realm from the terrible nightmare that holds it enthralled. To do this, Speaker Lorac Caladon must either be awakened from the dream or killed. When the heroes cast coins into the waters of the Ton- Talas, they are determining the means they will use to awaken Lorac.
Simulate the casting of coins into the waters by having three of the players each toss one coin onto the playing surface. Te party as a group gets one toss only. Each coin must be of a diferent denominationone penny, one nickel, and one quarter, for instance. Let the coins lie undisturbed while you read or paraphrase the following text: I n the ripples of the water below, you see withered trees bleeding from horrible cracks in their bark. Dark and loathsome creatures move in the dense and mangled brush.
A twisted tower stands among the winding streets of a tortured city. Within sits the Elf Speaker upon his throne. His mouth gapes in a silent scream. Shadows shif behind him, prodding him, tormenting him. Te Situation: To read the coins, represents Heads and represents Tails. Read the results from the highest denomination to the lowest and determine the outcome on the following chart. Mark down the action that will awaken Lorac as described in Ending the Nightmare on page 49 and then read the text accompanying that action.
Damage by Kin Mark goals 1, 5, and 6 A weeping elf woman draws her sword and strikes the Speaker. He bleeds, yet all around him fades into mist as dawn rises behind him.
So does the vision end. Power of the Gods Mark goals 2, 5, and 6 A woman standing before the Speaker raises her hands. Tere is a blinding fash. Te Speaker falls from his throne, and the evil about him vanishes. So ends the vision. Conscience of the Speaker Mark goals 3, 5, and 6 T he Speaker stirs ftfully on his throne, as though he hears voices trying to awaken him.
A man in tattered robes, chained to a wall, can barely be seen in the distance. His voice cannot possibly be heard across the void, yet his words seem to reach the sleeping Speaker.
Lorac awakens with a cry, and the evil around him vanishes. Love of Alhana Mark goals 4, 5, and 6 A sobbing elfwoman falls at the feet of the Speaker. Her tears drop on his robe and her hand touches his arm with the lightness of a feather.
Te Speaker screams as the world about him crumbles. Damage by Kin Mark goals 1, 5, and 6 A sobbing elf woman raises her weapon above the Speaker, then strikes. Her blow causes him to bleed. He awakens, and the world dissolves around him. Suddenly ripples cross the water. A fgure of light Chapter Nine: Dreams. In a blur of motion, the Speaker falls lifeless, and the walls crumble slowly about you. Power of the Gods Mark goals 2, 5, and 6 A fgure surrounded by light points a fnger at the Speaker.
Te air wavers, the light splits the darkness and awakens the Speaker as the world about him fades. Suddenly, ripples cross the water. Beside the Speaker is seen a glowing orb flled with both darkness and light. It falls to the foor and shatters as the hall flls with evil. Te Speaker awakens, and the evil crumbles into dawn. Conscience of the Speaker Mark goals 3, 5, and 6 T he Speaker stirs ftfully upon his throne as though he hears voices trying to awaken him.
A fgure of light stands over the Speaker. In a blur of motion, the Speaker falls lifeless and the walls slowly crumble about you.
Love of Alhana Mark goals 4, 5, and 6 A weeping elf woman falls at the feet of the Speaker. Her tears drop onto his robe and her hand brushes his arm, her touch light as a feather.
Te Speaker screams as the world around him crumbles. Development: Each person that tries afer the frst will receive the same vision. Alhana is obviously upset and distraught over the implication of the visions, but she quickly regains her composure saying that she will fnd a way to free her father from this nightmare. Ten she indicates that there is a bridge that is not far from the current location that can take them across the river and to a road that leads directly to Silvanost.
Bridge of Dreams EL Tis scene occurs afer the coin-casting. You may read or paraphrase the following: A great bridge of stones arches over the still waters of the Ton-Talas.
Dead leaves spin across its silent surface. Green vines hang down from the forest canopy overhead. Beyond lies a road, winding into the woods. Te Situation: Tere appears to be nothing unusual about the bridge. It can be crossed without incident.
However, the moment the heroes lose sight of the bridge, they will fnd that they have crossed into the Bleeding Woods, see page Into the Nightmare Describing the Dream When the heroes lose sight of the bridge they have crossed the Borders of Sanity. Within these borders, the once beautiful land of Silvanesti has turned into a living nightmare. Reality and illusion have become interchangeable and largely indistinguishable from one another. Each new creature that enters the dream brings with it more of its own fears and insecurities that the Nightmare can use to draw upon.
While traveling through the Silvanesti Forest each scene the heroes run across should be described in such a way that it feels more like a dream than reality.
Perhaps one second they are alone on a dark road and without warning a twisted creature appears in the middle of the road. Is it simply an illusion or did the Nightmare hide the creature from them until it was prepared to attack?
From time to time, insert details to unnerve the players: someone calling their name in the dark, a child crying, the touch of cold fngers on the back of their neck, or the feeling of something crawling over their skin and beneath their armor. Have them roll Will saves for no reason and simply shake your head telling them that they dont notice anything out of the ordinary. Small touches like this sprinkled throughout the encounters will serve to reinforce the sinister nature of the Nightmare Realm they have entered.
The Passage of Time and Distance Once the heroes enter the dream time and distance pretty much become irrelevant. Te road that Alhana is confdent leads straight to Silvanost has become twisted much like the rest of the forest. It forks and dead-ends in places where she swears it never has before.
Te terrain around the heroes is constantly shifing from reality back to illusionary. Sometimes the players may be walking in circles without even realizing it as the illusionary terrain changes around them.
During close combat with an opponent distance is fairly accurate, but anything farther than 60 feet could be of by 1d6x10 feet. Time in the dream is similarly afected. As they enter the Nightmare, the forest is covered in a perpetual twilight. Trees cover every inch of the sky, and anyone attempting to fy fnds that they are unable to go more than 30 feet up, not enough to break through the forest canopy. Tus, the heroes will continue to travel in what they believe to be an easterly direction to reach Silvanost.
How much time has passed. Chapter Nine: Dreams between encounters is up to you. It may be hours that seem like days or it may be days that seem like minutes. Heroes that stop to rest will not fnd much peace, as the Nightmare will constantly hound them to prevent any uninterrupted rest.
Te city of Silvanost lies about miles east of the bridge that crossed the Ton-Talas. Making their way on foot would normally be about a three-day journey. With the Nightmare trying to prevent them from reaching the city this could take longer. If the players ever seem to become frustrated with not knowing exactly where they are headed assure them every now and again that Alhana believes they are getting closer with each passing day.
Becoming Lost One of the more devious efects of the Nightmare is the ability to replace heroes with identical dream-crafed versions called Dreamshadows. If heroes lose sight of one another in the dream they run the risk of becoming lost. It is up to you, as the DM, to decide whether this happens or not. Making a player a Dreamshadow has some advantages; frstly, they are the same as the player hero in nearly every respect, so there is no need to inform the actual player that anything has changed.
Secondly, Dreamshadows are unable to disbelieve the illusionary efects of the Nightmare. Tirdly, if you kill the Dreamshadow you have not actually killed the hero, so you are free to make the heros death as horrible and tragic as possible. Tis of course may come as a shock to the players, but when you inform them that the hero shows up again later in the game it should prove to be quite an interesting turn of events! How a player gets lost may be handled in a number of ways.
Te hero in front may go to scout ahead and disappear from view, an opportune time to have them get lost. If you want a quick and easy way, you might simply say that the noxious green vapors that permeate the forest start forming around somebody, blocking their line of sight with each other. Ten just select who you want to be lost from the group. If you are tracking experience points, you can assume that while the real hero is lost that they are experiencing encounters on their own, perhaps with a group of Dreamshadow heroes.
So any experience that the player would earn playing a Dreamshadow hero should also be applied to their real hero as well. Effects of the Dream Many of the encounters the heroes will face in the Nightmare are illusionary. If the heroes do not take the time to make an attempt to disbelieve the illusion, then for all intents and purposes that illusion is as good as real to them.
Te kind of damage they take depends on the Dream Level they are currently in; in the Bleeding Woods the damage inficted by an illusionary creature is non-lethal, but dont tell the players this. If they believe the creature is real then they need to treat the damage as lethal. You, on the other hand, will know that Chapter Nine: Dreams. In such a case the hero will be unconscious, but the rest of his companions may believe he is actually dead! If this happens and they bury him it could be problematic.
If the heroes manage to disbelieve the illusion before they take any damage then they will not take any from dream sources. For the last two Dream Levels, however, even damage inficted by illusionary creatures is lethal. See page 28 for more information on Dream Levels. Denying the Dream It is natural to assume that the heroes will tend to disbelieve the visions and horrors they face. In some encounters they will meet friends and foes that clearly should not be there. In others, particular opponents may seem out of place or act out of character.
Given that the players at least have an idea that this is all a dream it is clear that they may attempt to disbelieve what is going on around them. In order to disbelieve an illusion the party as a whole can make one Will save per encounter.
Use the hero with the highest Will save. All other heroes can assist by making a DC 10 Sense Motive check. In addition to this, the length of time studying the illusion, can add an insight bonus to the roll.
However if a hero takes damage from an illusion, he is no longer able to disbelieve it or assist in disbelieving it. If the save fails there are no second chances. Make sure to always have everyone roll, but keep in mind that Dreamshadows will always fail this roll.
If the player with the highest wisdom happens to be a Dreamshadow you should probably ask all players to make the save and go with the highest roll.
Since they can only make one check as a group, if one member takes damage and the others succeeded at the check then they will have to assist their companion in fghting of the illusionary creatures. Tey will take no damage but their companion is still susceptible to the illusion. Casting detect magic in the Nightmare will reveal illusions, but only afer three rounds of concentration and only for the person who cast the spell. Meanwhile, if their companions have failed a Will save or taken damage, they will continue to believe the illusion regardless of what the caster knows.
Illusions are not susceptible to being dispelled with dispel magic, but it is possible that a greater dispel magic will work. However, at the heroes current level it is improbable that they will succeed on a caster level check as the Nightmare is considered to be cast at 20th level, which makes the caster level DC a Plus, each dispel can only be used against an individual Dreamshadow or Dreamwraith. Te Nightmare is divided into three Dream Levels indicating the intensity of the dream. Te DC to disbelieve an illusion in this level is a DC Te second Dream Level surrounds and includes the city of Silvanost.
Inside the city the DC remains the same DC 25 , but each hero will have to make his own Will save instead of making one as a group and will be unable to assist one another. Taking time to study the illusion will grant insight bonuses. Te third Dream Level. Chapter Nine: Dreams is centered on the Tower of the Stars. In the third Dream Level, it takes a DC 30 in order to see through illusions and no amount of studying will ofer an insight bonus.
If someone successfully disbelieves an illusion, they can still see the illusion and even interact with it, but it can no longer cause them damage. Dreamshadows and Dreamwraiths An insidious feature of the Nightmare is its ability to draw forth images from the thoughts of any creature caught within its boundaries. With these memories it constructs complex illusions that are divided into two categories, Dreamshadows and Dreamwraiths.
Dreamshadows are crafed into the shape and appearance of actual heroes, characters, or creatures known to those from whose mind they draw life. Dreamshadow heroes behave exactly as their companions expect them to behave.
Tey say the right things and act exactly like the real hero they are modeled afer. Tey even insist and believe they are real even if proven otherwise. However, they can not exist beyond the confnes of the Nightmare, they simply fade from existence. Friends and even enemies conjured into being believe they were transported to the Nightmare from far away lands, but do not know why. Sometimes Dreamshadows may appear to have been changed by the dream, either driven mad or dying.
Te Nightmare will use Dreamshadows to break the spirits of the heroes by showing them false visions of loved ones dying without them. Although Dreamshadows are illusions, the damage they cause is real, but only as long as they are believed to be real. Tere is no end to the number of Dreamshadows in the Nightmare, so Dreamshadow heroes can die in as many horrible ways as you can imagine.
Tis can be very useful in illustrating the horrifc nature of the Silvanesti Nightmare. Dreamwraiths are violent manifestations drawn forth and twisted into hellish creatures from Lorac Caladons subconscious thoughts. Tey take the forms of undead elven warriors, demons, and other twisted creatures. Dreamwraiths always attack on sight and will not stop until they or their opponents are destroyed.
When Dreamwraiths attack they will always target Dreamshadows frst. Being part of the same dream, the Dreamshadows and Dreamwraiths are drawn to one another. Dreamwraiths are also illusionary so if they are successfully disbelieved they cease to cause any real damage. The Bleeding Woods Held in thrall by the dragon orb and the green dragon, Cyan Bloodbane, Lorac is trapped in an unending dream. It is his nightmare that shapes the land surrounding the capital.
Crossing the border, the heroes enter Loracs tortured dreams! Places to Visit in the Bleeding Woods Only certain areas are still recognizable to Alhana and retain their signifcance.
Tese are connected by previously existing roads and paths, which can still be seen in the dream. Following the paths is dangerous Tere is no reliable map that can be made as the terrain is constantly shifing within the Nightmare. But as the heroes draw nearer to the capital and the days pass you can refer to the Silvanesti Nightmare map on page It will give you a good idea of what locations the heroes are likely to encounter as they progress through the Bleeding Woods to Silvanost.
The Bleeding Woods Te trees of fabled Silvanesti have hideously changed. Te soul of every tree appears to be trapped in torment, imprisoned within the trunk.
Te twisted branches of the tree are the limbs of its spirit, contorted in agony. Te grasping roots claw the ground in a hopeless attempt to fee. Te sap of the living tree fows from huge gashes in the trunk. Te rustling of its leaves is a cry of pain and terror. Te trees of Silvanesti weep blood.
Cries of pain and anguish can be heard in the distance and the smell of death and blood are in the air. A green fog foats through the trees above and settles a foot of the ground slowly crawling across the ground.
Here and there dark forms move through the fog causing it to swirl in agitation. Abandoned Elven Settlement Te path the heroes are following leads them to a small elven village. Te buildings here appear to have been crafed from rose quartz drawn from the earth and shaped by magic into cozy homes. However, the charm of the village is feeting as the heroes begin to notice trails of blood leading from many of the buildings. Bloody handprints and claw marks cover outsides of the homes. Te insides of the homes are also coated in splatters of red, yet not one body can be found in the village.
Swampmire Located west of Silvanost is a region known as the Swampmire. Prior to the Nightmare this swamp was nothing more than a small bog tended to by elven woodshapers and druids. Since the arrival of the Nightmare the bog has expanded to cover many more miles than it previously did.
Te water here varies between one and four feet in depth with sudden drops that occur without warning. Movement through one foot of water costs two squares of movement for every one and the DC of Tumble checks increase by two. Moving through four feet of water costs four squares of movement to move one square.
Tumbling is impossible and small heroes must be carried or swim. Te deep bog provides cover to small creatures and medium creatures that crouch. River of Tears Te Ton-Talas is a majestic and slow moving river of wondrous beauty outside of the dream.
Within the dreams borders, however, it turns into something quite terrible. Te river now consists of black, oily, bubbling waters contaminated with rotting leaves and mold. Te dark water refects the tortured trees along its banks and the green, boiling fog overhead. Tough the river moves slowly speed 15 feet , the current will take the heroes to the city of Silvanostif they can survive the journey. Te heroes may elect to build a raf. Tus, a raf for a party of six will require 6d4 hours to build.
Make Random Encounter checks while on the river. Few of the creatures that are encountered will have the ability to fy. All creatures will appear on the bank of the river. Te river is roughly yards wide at all points. Te currents and eddies of the river are quite strong. A current every yards or so will sweep the heroes raf 2d20 yards closer to the nearest shore.
A DC 20 Strength check made by any hero controlling the boat will halve that distance. Tears Crossing Here, the thick black waters of the Ton-Talas slow, the dead leaves which foat upon its surface spin endlessly round and round. Its stillness mirrors the overhanging canopy of ice- gray sky and twisted tree limbs. Strange voices seem to cry in mufed pain from all around. Please log in to add or reply to comments. Ralph O. I have all of the dragons of Spring versions, from the 1s [ See All Ratings and Reviews.
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