Comunidad Archiroleros

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Partidas de D&D3.x de Wizards

Tel Arin

Administrator
Miembro del equipo
Indice de las partidas de D&D3,x que hay en la pagina de Wizards.

Hell's Heart

Although he's imprisoned in the asylum of Hell's Heart, is Sharn ever safe as long as Viktor Saint-Demain still breathes? The PCs have foiled him before in his quest for wealth and power by manipulating Sharn's dark underworld, but are the walls of an asylum enough to keep the city safe from this evil genius? It's up to the PCs to find out when Baron Trelib d'Medani is invited to tour the asylum, whether they've been invited along or not!


Iggwilv's Legacy: The Lost Caverns of Tsojcanth


Long ago, the legendary witch-queen Iggwilv bound a force of unspeakable evil in her mountainous lair. This evil has been slowly leaching into the surrounding countryside, driving residents insane while simultaneously drawing all manner of foul creatures to the region. Can you brave the Lost Caverns of Tsojcanth and stop the corruption from spreading further?


The Last Breaths of Ashenport

On an unremarkable coast sits the quiet fishing village of Ashenport. The locals are friendly and the inn warm. But while seeking shelter in Ashenport during a fierce storm, the PCs and other travelers through town find that not everything is as it seems. A dark, terrible secret lurks beneath the seemingly placid town, and only the PCs can stand against the horror it represents.


Moagim's Clone

A century ago, the archmage Gilead, protector of Adrigal, battled the Hornlord Moagim. Their respective armies had fought to a standstill, and the two wizards knew that neither would win while the other still breathed. In the epic battle that ensued, the Hornlord fell, but in the process, his life force was inextricably bound to that of Gilead. The surviving wizard thus entombed Moagim with an imprisonment spell, hoping to solve this riddle in time. But as the years crept by, Gilead forgot his promise, and now the Hornlord threatens to return and sweep Adrigal into war once more. Enter the PCs, who must find the clone Moagim stowed away so long ago and destroy it quickly, before the evil wizard can rise again.


Essence of Evil
The elder evil Shothragot has entered the world with one fell purpose: to awaken its dark, mad master. No force seems able to stop the dark orb from rising ... except the PCs. To stop Shothragot, the heroes must enter the elder evil's physical form and defeat the creatures and followers of Tharizdun that plague its grotesque halls. If the evil monstrosity is not stopped before it reaches the sign of evil floating in the sky, the Elder Elemental Eye will be one massive step closer to escaping his prison and destroying all existence.


The Plague Tree

The petrified Plague Tree was formed from the remains of a powerful arakhor, a treant of immense power. The corpse of the once noble guardian has been corrupted by the presence of numerous foul creatures that now inhabit the warrens carved into its interior. Most notable are the undead harpy raiders, wielding deadly poisoned arrows, that lair in its branches. But at the root of the plague tree lies an even more potent foe.


Teleport Gone Awry

It's happened to every DM: Some clever PC decides to cast teleport, and when he confidently drops his percentile dice on the table, up comes the dreaded "similar area" result. So what happens? Well, typically the game grinds to a halt while the DM digs for an appropriate encounter, if he doesn't give up altogether and just ask the player to re-roll. Well, with this Side Trek, you won't lack for an interesting option the next time one of your players rolls this result. Get ready to spring an appropriately nasty surprise on your players as they invade the lair of some particularly nasty creatures -- who aren't happy about being disturbed in their plotting.


Prisoner of the Castle Perilous
Acererak was defeated long ago by brave adventurers, and has since ascended (or been cursed with, depending on one's point of view) to a type of immortality as a vestige. But the demilich had machinations within machinations, and one of his creations has emerged to continue his dark work. On the Negative Energy Plane -- a place of unspeakable darkness -- this forgotten ally of Acererak has re-surfaced, pursuing its creator's plans. Now the PCs must journey to the creature's stronghold, in one of the castles perilous that dot the void of the plane, to rescue another group of adventurers who bit off more than they could chew. This lost tower of ancient Moil floats alone in the Negative Energy Plane, harboring an evil that waits for the right moment to strike.


Caravan of Glauu the Seer

D&D has always been a game focused on a group of heroes striving to achieve similar goals (the important idea here being a "group"). Single combat is rare, if not outright discouraged. But if you're looking for a fun change of pace, consider the "Caravan of Glauu the Seer." Glauu the ushemoi sorcerer travels the land with his school of top-notch gladiators. Arkamoi, hadrimoi, lashemoi -- he features them all, and is ready for any adventurers willing to put their lives on the line to please the crowd. In a series of one-on-one battles, each hero who enters the arena can earn eternal glory . . . at the risk of a quick trip to the afterlife. Do your PCs have what it takes to compete in Glauu's bloody ring?


Witching Season

Intolerance abounds in the small village of Aurasburg. Its residents are simple and fearful -- and prone to burning any youngs women who show signs of magical ability. Now a young half-elven orphan, the adopted daughter of a local craftswoman, has gone into hiding after a series of bizarre events has the townsfolk on a witch hunt. In pursuite of her whereabouts, however, signs emerge of a greater threat lurking in the swamp -- something that has been preying on the fears and superstitions of Aurasburg for year.


Touch of Madness

A sect of the church of Ioun once reached into the dark reaches of the Far Realm in search of knowledge. Its members created a gate powered by one of Ioun's relics, and when the portal to the Far Realm opened, they vanished into it. No further harm seemed to have been done as the portal closed behind them... Now, many years later, someone else seeks the lost relic of Ioun, all while aberrant creatures and warped monstrosities roam the land. What evil has descended on the quiet Kortian Valley now, and who can stop it?


Night of the Straw Men

Each year in the village of Steeplefall, the villagers celebrate the Day of the Straw Men. A villager must merely whisper his or her sins to the small effigy, then burn it in a massive fire at the town square to be scoured clean. But someone has an ulterior motive at this year's burning. After the PCs have had a chance to enjoy the festivities, at the evening's bonfire, a dark power strikes. Can the characters save the festival and the innocent townsfolk in attendance? Even if they do, who or what was behind the attack?


City of Blood


Adventurers return from the deeps of Xen'drik all the time with packs full of strange antiquities and treasures. But some treasures aren't meant to be rediscovered. After a recent expedition to just such a tomb, some adventurers brought back more than they bargained for. A few nights after the expedition returned, corpses began appearing in the morning streets, drained of blood. On top of that, rumors abound that a force in Stormreach's criminal underworld backed the expedition. The PCs will have their hands full as they try to unravel the mystery of the mysterious collection while navigating the many competing criminal elements of Stormreach's underbelly. "City of Blood" is an adventure set in the Eberron campaign setting, although it could just as easily be adapted for play in your non-Eberron home game.
 

Ridliscot

New member
parece que wizards ya no tiene esas partidas disponibles... pero eran modulos no? de ser asi, alguien los puede subir?
 
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