Day of alakbar 1e module pdf download

Day of alakbar 1e module pdf download

day of alakbar 1e module pdf download

I13 Adventure Pack I (1e) - DMs, do you wish you had more time to put Adventure Pack I contains 12 short modules, each a complete a challenge that will last for as little as one day of game time or months of it. Please feel free to mail corrections, comments, and additions to I9 Day of Al'Akbar (1e). Last item available. I9 Day of Al'Akbar - Module Dungeons & Dragons AD&D D&D. 1/12 1 available. Brand. Wizards of the Coast Free returns. Payments. A0240 · Monster Manual (Premium Edition) · 2010 · Player's Handbook · A0241 · Player's The Magic Encyclopedia Volume Two. 8009, Monster Cards: Set 1. day of alakbar 1e module pdf download

Day of alakbar 1e module pdf download - will order

The DM's Den — The Cup & Talisman of Al'Akbar - a Legend of the...

A blog for lovers of RPGs, written by Andy, the Bear DM

Long ago, when Azmartheon was not yet a Desolation, and the folk of Falwyth were not yet bound by their pacts with the Dark One, a very holy man named Hazim Jamad Al'Akbar lived in the land of Bedourin, which bordered them both. He was a priest of Shandalene, the Goddess of Life and Nature, and he devoted every waking moment to healing the sick, tending to those in need, and righting wrongs that were visited upon the land by monsters and villainous folk.

Slowly his reputation spread across the entire continent of Keshwan, and he began to be considered a miracle worker. Eventually, Shandalene elevated him to the status of an exarch, an immortal bearer of her light. He brought word of her mercy, love, and goodness wherever he went, healing in her name without expectation of any remuneration. For her great services, she eventually called him to her side in the Heavens of Arenthus and gave him gifts from her own hand - a golden cup set with jewels and a platinum holy symbol, both of which she had personally blessed. These artifacts were possessed of great healing powers beyond even what Al'Akbar could do in her name. When water was steeped in the cup and then the talisman was dipped into it, it became a draught capable of healing the body, mind, and spirit of those who drank from it.

Such gifts are never without some kind of cost. The very power of the cup and talisman corrupted those of lesser faith and worthiness, causing them to covet the artifacts for themselves. Al'Akbar began to move in secret, hiding these treasures even from those healed by them, and concealing his true nature.

When the nobility of Falwyth made their pact with the Dark One and became the first Tieflings, war broke out between them and the Dragonborn of Azmartheon. Al'Akbar moved freely between both armies, giving the gift of healing to all in need who served the gods of good. He was wise enough to know that many of Falwyth fought because they were loyal to their leaders, even if they were not worthy of that loyalty. To any who still had goodness in their heart, he became a stealthy saint that came in the night.

When the magical apocalypse called the Rending struck, Al'Akbar was back in his home kingdom of Bedourin. He knew that many would be left behind in the Desolation that the Rending created, and they would need help. Taking only the most loyal and stalwart of his followers, he set out into the Desolation, intent on aiding any who were left behind. Where his path took him, few were able to tell for many, many years.

Eventually, one of Al'Akbar’s followers came back - an air genasi bard whose name is lost to antiquity. He was no longer young or sane, and he spoke of abominable monsters, al'Akbar’s death, and a haunted palace. He also bore a fist-sized emerald, which eventually found its way to the treasury of the Sultan of Deshbara.

Centuries later, the current Sultan of Deshbara, the formidable Jamhedu al'Dureen, had a fateful meeting with the Fire Wasps. The Minotaur cleric of Shandalene, Brother Natharios, had been tasked with the finding of the Cup and Talisman of Al'Akbar by the angel Manakel. The Sultan learned of his quest and brought forth the Emerald, which allowed Natharios to scry on where it had come from. He saw a Dragonborn city with part of it simply missing, as if it had been neatly disintegrated and chopped away.

Eventually, this led the Fire Wasps into the Desolation of Azmartheon and to the ruined city of Mahakazor. There they learned that Al'Akbar had indeed visited centuries ago, but he had been slain and laid to rest, along with his treasures, in a tomb. That tomb, along with a chunk of the city, had been drawn into the Shadowfell by the shadow dragons Umbrazalanoth and Skyalokanara. They eventually followed and slew the dragons, although the cost to do so was very high (see the previous article on this at https://dmsden.tumblr.com/post/183541420346/the-tree-between-worlds-a-legend-of-the)

Although the road home was not smooth, eventually, Natharios felt that he was not the right person to carry the Cup & Talisman. He brought them to the City of Castamir, where he had previously met an older woman of the faith of Shandalene who possessed no healing powers, but who attempted to aid those in need despite this. Natharios simply felt this to be the right place for the Cup and Talisman to be kept, and the angel Manakel pledged to watch over the items and their new keeper, to make sure these artifacts would not be taken from her by force.

(DM’s Note: I wanted a holy quest for Natharios to venture forth on. I also wanted to use a classic D&D artifact in my campaign. The Cup and Talisman of Al'Akbar had been part of D&D since 1st edition, and I thought it would be fun to incorporate them into the story.)

d&ddungeons and dragonsdungeon masterdungeons & dragonsdndd&d 5ednd 5ednd stuffd&d 5th editiondnd shenanigansshards of the shattered pactdm advicegm adviceworldbuilding
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Couldn’t resist putting my own spin on this meme that was going around.

It may sound odd, but this is the D&D book I’ve most been looking forward to this year.

Beyond Human - RPing Fey and other alien entities in a believable fashion

Hullo, Gentle Readers. There is a LOT going on in this latest Question from a Denizen, which was submitted to me Anonymously. My secretive friend asks this. “Would be interested in hearing your opinion on portraying fey creatures. I’ve been trying to figure this out and have ended up stuck on 2 specific questions: How would one go about portraying different fey as an actual alien and otherworldly species? As a dm when portraying the individual fey I’m not sure what personality traits and behaviour characteristics to use. I don’t want them completely loopy and crazy but also don’t want then to feel like just an ordinary person either. Also in a game where there are a lot of fey how would you make each npc fey both unique but also still keep that otherworldly aspect. One problem, and this is true I think whenever you try to portray characters from a different race, is that all individuals in that race will potentially become cookie cutters. Each sharing the exact same traits and mannerisms. So how do you stop each npc from appearing to be no different while still keeping the mannerisms and behavior associated with them that gives them their otherworldly feeling?“

Whew! That is a lot to unpack, but I will do my best.

To tackle the second question first, I would treat your fey like any other NPCs you make that are not humans. No one should be a cookie cutter cardboard cut out, but, at the same time, there are certain traits that are common enough amongst the non-human races that you don’t want to jettison those entirely or else they might lose a little bit of what makes them seem like a member of that race. 

A dour halfling might be interesting, but you want them to be the exception, since the norm for halflings is rather happy go lucky and cheerful. Likewise, if all of your dwarves are open and friendly, one might wonder why they’re often portrayed as a bit on the suspicious side. You can make sure that you include those traits that the NPC’s people are known for, but then vary and give extra traits as well. For example, let’s say we need 5 halflings for a caravan. Halfling one might be the dour doomsayer mentioned above, and you might also make them the one who works with the animals and to have a penny whistle that they play beautiful, mournful tunes on. Halfling two might be everyone’s favorite cook, a cheerful fellow with bright green eyes and quick fingers. Halfling three might be the one with the most common sense in the group, the even keeled brewer who keeps everyone rooted with pithy sayings and solid advice. A fourth one might be a bit of a prankster, but also the first one to buy you a drink or to laugh when they themselves get pranked, as well as a fiddler of great skill. Number five is a bit parental, something of a mother hen, and to know all the best herbal remedies you can find in the woods. Each one is distinct, but you’d believe them all as halflings, I’m willing to bet.

Your first question is a bit of a challenge, but I do have some advice on how to portray an entity like an archfey. There are ways of making them otherworldly while still making them a believable entity.

Firstly, remember that they are likely immortal for all intents and purposes. Sure, they could be killed, but they are unlikely to simply die. This tends to skew their ability to comprehend the concept of haste. They are much more likely to move, think, and act more cimcumspectly than the PCs might like. If they are trying to get an eladrin lord to send troops to aid them against the orcs attacking their lands, it might be challenging to get them to commit quickly. They may want time to think about it or send the PCs on a quest to prove themselves worthy allies. After all, when you can legitimately retreat and defeat your enemy by outliving him and his whole family, it’s hard to get someone to understand the need for speed.

Also, most fey, especially archfey, are completely amoral by the standards of mortals. Appealing to their better nature is unlikely to work, as they may not have one. They may see nothing wrong with solving the problem of a rampaging group of satyrs by shunting them to the Prime Material Plane, so the PCs who are likely trying to get a Fey Queen to recall them are going to face an uphill battle.

One thing that might be useful is to assign any of your fey some kind of aspect that you can use as a guideline. For example, in my LARP, I play a powerful fey called the Gourmand who embodies the aspect of Gluttony. Whenever I roleplay him, I make him incredibly predatory…his hands twitch like spiders, his head rocks side to side like a cobra, and he hunches forward. I speak in a deep, gutteral voice, and, before anything I say, there’s a certain amount of licking and smacking of lips. He’s cruel and has no compunctions about bargaining with PCs to do something awful…in exchange for which he helps them get things they REALLY want. He’s pretty repulsive, but that’s part of the idea. I think it’s pretty obvious when I’m playing him that he’s like no one else and very inhuman.

Another thing that comes directly from this is that each of these qualities can be exploited by your players, or by you. Let me show you what I mean.

The immortality aspect also means that, things that happened long ago are likely very fresh in the fey’s mind. If your eladrin battled the drow long ago, the PCs are likely to be able to use this if the orcs they’re fighting have drow allies. Alternatively, you could have the fey remember an ancestor of one of the PCs that they either liked or hated and give them some personal RP based on that.

If the PCs know the archfey is immoral, they can dispense with trying to appeal to the goodness in them. They can, instead, show them what benefits the archfey is likely to gain, which is more likely to appeal to them.

And if the archfey is the embodiment of something, the PCs may be able to goad the archfey into doing something that aligns with their nature. If, for example, the enemy included some kind of monster that was unique, they might appeal to the Gourmand’s hunger to eat something that no one else has ever eaten. 

I hope this advice helps. Being convincingly alien is always an RP challenge, but it can definitely be worth the work. Let us know how it goes!

More Forays into Heroes Feast

This weekend, it was time to explore more of the recipes in Heroes Feast. Today, I made the smoked sausages and sauerkraut recipe from the Dwarven Cuisine section and Otik’s Fried Potatoes from the Human Cuisine section.

I decided to use kielbasa and bratwurst for the sausages. They were both great, but next time, I might just make kielbasa, because that was so good. I did enjoy the sausages boiled in beer, but I think this would be just as good with grilled sausages.

The sauerkraut was the weakest link in this recipe. The apple, onion, and spices simply didn’t seem to add much. The recipe calls for you to rinse the sauerkraut, which made it oddly bland. Given that the chapter head goes on about dwarves loving bold and briny flavors, it seemed odd for this to be so mild. Next time, I intend to try adding apple cider vinegar to it to brighten and embolden the flavors.

The recipe also includes a mustard/sour cream blend that was fantastic. Great accompaniment to the dish. I suspect I’ll make this for other dishes.

The real star of the meal, however, was Otik’s potatoes. I told my husband, “I feel like I’ve been waiting 35 years to make these.” From the first time I read about Otik’s spicy fried potatoes in Dragons of Autumn Twilight, I’ve wanted to eat them. There was a version in Leaves from the Inn of the Last Home, but it was simpler and blander than this.

These potatoes are nicely spicy and flavorful. They came out tender inside and crispy outside. They were great as a side to the sausages, but I could also see making them for breakfast next to bacon, sausage, or ham. I have no notes for this recipe; it’s wonderful.

When assembled, it made an excellent hearty meal.

I’m sure I’ll be making more food from HF soon. I’ll pass along my notes and photos when I do.

Campaign Basics: A Year in the Life

and

Hullo, Gentle Readers. Well, we’ve put together a whole lot of info for our Angel of Chaos campaign, and I want to start developing some structure. Before I do that, however, I have to create a tool that I find incredibly helpful for any D&D campaign. I need a calendar.

In our own world, humankind has been developing calendars for over 10,000 years. Our earliest efforts were often tied to the moon, as its regular movements were easily tracked and measured, even by ancient peoples. Even the current calendar we possess is over 400 years old, and it’s based on other calendars that are far older. It’s not strange to imagine, then, that a world with people who lives hundreds of years, like elves, or thousands of years, like dragons, people would have been tracking time.

Источник: [https://torrent-igruha.org/3551-portal.html]

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