Dmsguild the haunt free download






















Fixing the links would help prevent confusion. Never purchased a virtual table top version before! Our group just started using Roll20 a couple of months ago. Does this come with all the content needed to rig up a Roll20 campaign including maps and tokens etc.? Or is it something different? Any help appreciated!

This is optimized for Fantasy Grounds. As a non user of Roll20, I cannot guarantee it would be exactly what you are looking for. Thanks for the response! Ill give it a try, If it doesn't work I only have myself to blame hahaha Ill report back on how it goes! Real atmosphere! Give it a go. Thanks Christopher! I really appreciate the feedback : Feel free to check out our other titles.

Regards Phil P. Bill J. The Haunt was excellent. Chad L. That damn creepy Doll haunted my party for ages.

Love this 1 shot, highly recommend to check out parts 2 and 3 if you havnt. James K. I read through it and really like this module. I can't wait to play it with a group! It should really creep out my players! Aside: Rob: Nice conversion! I am sending you some suggested edits.

Brandon O. Are you looking for a quick horror filled One Shot? This is an excellent adventure for levels It will provide a creepy time for your group of to try and help destroy things that go bump in the night. The encounters are interesting and provide [ See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Wild Beyond the Witchlight. Van Richten's Guide to Ravenloft. Rime of the Frostmaiden. Descent into Avernus. Ghosts of Saltmarsh. Candlekeep Mysteries.

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More Settings. Plane Shift. Phone PDF. This system is something that the author has used in his own homebrew campaigns. Essentially, the core rules of Armor Class and Hit Points are changed. Your character is a little easier to hit, and they have precious few Hit Points making them very fragile. Armor and shields are now protective equipment that reduces damage and requires constant repair to maintain its integrity. Critical Hit rules are altered to make them terrifying and now use the System Shock rules.

This document is a sneak peek. Adventuring has been rather slow recently, and the party has been staying at the Twilight Tavern for several days. Down below the wall has been partially destroyed, leading them to the sewers. There, they encounter blood-sucking stirges and several giant rats who are being led by one of their own…with arcane talent. Selkies are aquatic creatures, half human and half seal, who are believed to be related to the merfolk.

Using their sealskin, they are able to change back and forth between their human and their seal form at will. While the merfolk are more adapted to warm tropical waters, the selch are built for gelid arctic waters. Information regarding their language Mermish and their seal shapeshifting ability zoanthropy is also provided. The manual also includes 2 magic items shed sealskin and conch of whispers , 2 feats child of the sea and song of the sea , and 1 background feral child.

Stat blocks for wild selkies warrior and spellcaster , as well as for the different types of seals harbor, fur, elephant , are also included.

A very special thank you to all the 10 amazing artists who kindly contributed with artwork for this project for free. Go check them out! If you enjoyed this product, make sure to check out more of my work below. This charge may take the form of a holy relic, such as the remains of a saint or a tome of evil lore that must not fall into the wrong hands, a location such as an ancient chapel or battlefield, or, in rare circumstances, a person, perhaps the last descendant of a royal bloodline.

While paladins of many sacred orders travel the world on a quest to vanquish evil, paladins of the Oath of the Reliquary often spend their lives guarding a single site. Few paladins have the unwavering patience to take on such a role. For many paladins training to take this oath, the monotony of remaining on watch for days, months and years on end is too much to bear.

Others may require their acolytes to take a more active approach to protection. In such cases, paladins of the Oath of the Reliquary may venture into the world to destroy threats before they draw close to their holy charge. The following document is intended to give players evil options linked to powers associated with Khyber the Progenitor Dragon. Overlords, Rakshasa, Night Hags and other foul horrors are the sources of these powers, along with Khyber associated planes such as Mabar.

Whilst this is intended for Eberron, the options are not in and of themselves anything Eberron exclusive. In the character options, there are small sections on how to adapt these to other settings.

Trade along this route is brisk and profitable. This being widely known, bandits and raiding hordes have always been a problem. Merchants travel in armed convoys to minimize risk, attempt to discourage any attempts of theft. Now, a new threat has emerged, one that threatens the livelihoods of many.

As more caravans go missing, the authorities look to alternative solutions to sort the problem. Set in Thesk, east of Telflamm. This was created as a way to help my own adventures when I need a quick obstacle for a random event or needed a chase scene. Each card by can used individually or together and include instructions within for how I use them during a chase.

These are much more sinister creatures that can take the form of common objects to hide in plain sight before they attack! Introduces three new Mimic Variations. Ever wonder why priesthoods in the Realms continue to flourish, despite the secular power of rich merchants and the land-shattering spells of the archmages?

Suitable for all levels of play. People have disappeared from the small village of shadow cove. Now the villagers are looking for brave adventurers who can help them. The adventures are short much because my English is not the best , but a skilled DM can certainly make more of them.

All adventures will be combined with a high-resolution, detailed satellite-like map of parts of the Forgotten realms. They are part of a series of maps that can all fit together.

The maps are extremely detailed and these types of maps will be the main source for a few adventures. Size x This adventure contains.

And rather than answer questions, it only promotes more. Now the party has an opportunity to enter the forest themselves and see what mysteries are there.

What will they find in the Forest Hiphateum. High up in the black mountains flows a spring with magical restorative properties and three trees weaved together above it.

The people of this temple buried their kings in this courtyard. They ate of the fruit of these trees. Will you dare to enter this sacred ground? This adventure includes: A new magic item, A d12 wilderness encounter table, a new location with 6 rooms, and fun magical fruits.

It can be played on its own however very easily. A tribe of kobolds discovered a strange chalky stone egg lying within one of the pools of boiling turquoise water that distinguish the geothermally active Searstone Badlands. When the egg hatched, the kobolds were surprised to see a type of dragon they had never heard of before, a stone-grey dragon with scales like popcorn, born from the energy of the elemental chaos that fuels the fires of the badlands. It features traps, dynamic combat encounters, captives to save, and includes:.

These should fit nicely within an Underdark or horror campaign. If you find any combination that is utterly broken, please let me know in the comments below. Or would it make no sense?

Thank you. Also, I use a 50" tv as our tabletop. Would you suggest the pdf version or the Fantasy Grounds version for the maps. I do not use FG, but I wasn't sure if the maps and images might be better formatted for tv?

Hey, guys! I'm prepping to run it, and had a question regarding maggot infection, can't figure out how it works, am I missing something? Is it left open to interpretation? Thanks in advance! Hey Natalya, You know, this adventure has been out for 7 months, and sold over sales These creatures grow inside sentient humanoids and burst out when reaching adulthood,, killing its host in the process.

The Demon Inside. Fiendish maggots are capable of infesting humanoids and growing inside them. When this occurs, the humanoids become visibly sick. Symptoms include pallid skin, has dark circles under the eyes and a raspy voice. With a successful DC 14 Wisdom Medicine check, a character identifies the symptoms as those of a supernatural curse or disease. A detect good and evil spell cast on the sufferer also reveals a faint fiendish aura emanating from inside of them. Wow, so fast! Thank you for such a quick reaction.

I'm sure she will! I still have a while until we play, but I'm fascinated with this location, love all these changes that happen over the course of the adventure. Thank you for your work! Hey there, love the adventure and the layout though I was a little confused by the "Future State" Mechanic. Could you clear that up a little bit for me? Love the adventure and it is a beautiful layout. Hey guys, Just a question regarding the layout of the house and the direction the module takes in regard to it.

As written it seems like theres very little if any reason for a party ever to go to the ground floor, the natural progression of the module seems to push parties toward collecting and destroying all the Pictures which can be found in the sub levels, none of them on the ground floor.

Outside of deciding to go upstairs at random there seems to be very little to make the party touch that area. Is there any kind of hook that I am missing after a couple of re-reads. Or Should I move one or two of the paintings up there so that the group explores that section too? Thanks in advance for the help. Heya Daniel, The main idea here is that going to the ground floor really is the only way of escape Having said that, you can absolutely place a drawing in there.

Feel free to swap things up to better fit your group and game : Cheers PB. Thanks guys, Just the way I read it was that once an escape May shift one of the paintings upstairs and see how it goes : Thanks! Hi Bryan, Absolutely, and there are hooks included in the adventure specifically designed for that. Hey guy, this is a great adventure. I played the first last year and am running them back to back for good hollows eve.

Just out of curiosity, the stats for vomit spawn say it is a large creature. On the map in B3, the puddles look medium to me and four large creatures in that room seem a little snug to me. Are they supposed to be large? Or is it a slight. Again, great work. Hi, Eugene! The vomit spawn are large creatures, but they are amorphous oozes who can compact to take up a small area, especially while masquerading as mundane vomit.

The map spacing indicates where the vomit spawn are while dormant. Does this mean that when active, the four large vomit spawn can pretty much blanket the entire room in sentient, malevolent stomach acid and bile?

Happy Halloween! Right on, I missed that. Thanks Eugene! We appreciate the feedback, and look forward to hearing how your players go against … her. Hey P. B P Just reading through and found a possible error in the text to address in the next iteration In the Stairwell and Receiving Room text block it says: "Double doors lead to the south, while a chamber appears to open to the west. The south area doesn't actually have a door drawn on the map. Actually, having read and re-read the text block, it seems the issue is you have mislabeled the room to the East as being to the West.

Also, you mention Double doors on this East room that do not exist on the map they're actually on the corridor to the south. Recommend changing the line: "Past the double doors, a chamber opens to the south, revealing a rectangular area. Another East-West mix up, in the maternity ward you allude to a bed in the North-West which is covered in blood, this is actually North East on the map. Thanks Daniel.

Yeah we are are aware of these, working on getting the updates out soon. Thanks again for the feedback Daniel, these have been fixed and the update v1. Thanks guys! Couldn't really find any other issues, great module, looking forward to running it in a few weeks :.

Hi Jimmy, We are expecting before the end of the month hopefully before Halloween. Just purchased this one and already ran the previous one last year. Is there a FG module of the original that I somehow missed? Heya, absolutely A customer. I ran this game for October as my friends really like Halloween and horror stuff, and we all loved it. It does a great job of getting you into the "spooky" mood and it's well paced and full of action.

Definitley worth the money. It was easy to run and everyone had a blast. So this year I ran The Haunt 2. What a great sequel and one-shot!



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