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Ring Side Report- RPG Review of Princes of the Apocalypse Originally posted at Throat Punch Games, a new idea everyday! Product- Princes of the Apocalypse System- DnD 5th Edition Producer- Wizards of the Coast Price- $50 Here TL; DR- Good, but I left feeling hungry! 85% Basics- The elements are back!Around the town of Red Larch, monsters and evil are stirring.
- 3 Curse of Strahd PDF Download
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- In the adventure Princes of the Apocalypse, the cosmic threat of Elemental Evil reaches the Forgotten Realms. This supplement provides new options for player characters in that epic campaign. If your Dungeon Master allows, these options can be used in other campaigns as well. The genasi in chapter 1 and all of the spells in chapter.
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D&D Curse of Strahd PDF Free Download: I bought this PDF to run for my group once we finish our current campaign, Princes of the Apocalypse. Wanting something of a change from the big, glorious dungeons of Princes, we talked back and forth and decided to go for Curse of Strahd PDF thinking the atmosphere and horror elements would be refreshing.
Curse of Strahd is a fairly free-form adventure where the characters are drawn into Barovia and must defeat Strahd to escape.
The location of three essential magic items, the identity of an NPC ally, and the location of Strahd himself are determined by a reading from the Tarokka Deck.
Unravel the mysteries of Ravenloft in this dread adventure for the world’s greatest roleplaying game
Under seething tempest mists, the vampire Count Strahd von Zarovich stands Silhouetted against the old mass of Castle Ravenloft. Thundering thunder pounds the Castle towers. The breeze’s crying increments as he turns his look down toward the town of Barovia.
Far underneath, yet not past his sharp visual perception, a gathering of experience has quite recently entered his space. Strahd’s face shapes the barest trace of a grin as his dim arrangement unfurls. He realized they were coming, and he knows why they came – all as indicated by his arrangement. A lightning streak tears through the murkiness, however, Strahd is gone.
Just the yelling of the breeze fills the 12 PM air. The ace of Castle Ravenloft is having visitors for dinner. And you are welcomed.
After receiving the book and reading through, I honestly can not wait to run this adventure.
Firstly, the quality of the book itself is excellent. The accompanying artwork, layout, color scheme and maps are all beautifully thought out, well ordered and presented on very good quality paper.
DnD books obviously cost a good amount of cash and, thankfully, this book feels like you are really getting your money’s worth.
The campaign is very well written with solid characters, lore and locations. Strahd himself is described well, he is a fun villain and there are plenty of tips on how to make him a diabolical, scheming foe for your players.
There’s also an interesting semi-random element to the campaign structure, which I won’t go into detail about for spoiler reasons, but it’s a novel idea that I think will be a lot of fun, especially if you end up running this adventure again.
This is a pretty open-ended game which means you, as a DM, will need to put the work in beforehand to get it all ready, but every step of the story is well explained and laid out so once the work is done I think even new DMs will be able to run this easily. Again, the book guides you with helpful tips and details on how to create an atmosphere of horror, run the monsters and role play all of the non-player characters.
The only minor gripe I have is Castle Ravenloft. Though the included map is beautiful, expansive and will make for an incredibly memorable location, the map is isometric and highly stylized. This means it is quite impractical as a battle map if you want to use it like that, either online or with miniatures.
With all of the maps in the book being really wonderful Mike Schley’s top-down examples, the jarring difference for Castle Ravenloft, the finale and main focus of the entire game, is a big shame. Saying that, the map is still usable, even if just for reference and flavor but personally I am going to re-draw it in a more practical format for when my players decide to visit.
The new D&D experience Curse of Strahd comes out on March 15.. I went to the rear of the book immediately to see the overlay out guide and afterward I flipped through page by page. My underlying impressions were certain, the book looks extraordinary and the maps in the book and the foldout are amazing.
This book is 256 pages of gothic goodness loaded with fear, beasts, enchantment and more it’s an extremely strong buy that will give a long stretch of time of interactivity, particularly since it is intended to be re-playable. This book will give you all that you have to run Cos as a crusade or furnish you with an important sourcebook for adding Gothic frightfulness components to your own battle.
Also Read: Xanathar’s Guide To Everything pdf download
Curse of Strahd PDF Chapter’s
Chapter 1: Into the Mists: Covers Strahd’s backstory and gives instructions for the Tarokka reading and provides possible adventure hooks.
Chapter 2: The Lands of Barovia: Gives the lay of the land and the effects on magic.
Chapter 3: The Village of Barovia: Tells about the areas of the Village of Barovia.
Chapter 4: Castle Ravenloft: Tells about the areas of Castle Ravenloft.
Chapter 5: The Town of Vallaki: Tells about the areas of Vallaki.
Chapter 6: Old Bonegrinder: Tells about areas of this Night Hag infested windmill.
Chapter 7: Argynvostholt: Tells about the mansion that houses the revenants of the fallen Order of the Silver Dragon.
Chapter 8: The Village of Krezk: Is about the Village of Krezk and it’s abbey.
Chapter 9: Tsolenka Pass: Is about the encounter on the way to the Amber Temple.
Chapter 10: The Ruins of Berez: Is about the ruins currently being overused by Baba Lyasaga and her Creeping Hut.
Chapter 11: Van Richten’s Tower: Is about the tower where Rudolph Van Richten used to hide.
Chapter 12: The Wizard of Wines: Says how the characters can get the winery to give joy to Barovians again.
Chapter 13: The Amber Temple: Tells about the forbidden temple where Strahd became a Vampire.
Chapter 14: Yester Hill: The hill where the druids are bringing life to Wintersplinter, the Tree Blight.
Chapter 15: Werewolf Den: The home of the werewolf pack.
Curse of Strahd PDF Download
Publisher:- Wizards of the Coast
Publication date:- March 15, 2016
Language:- English
Pages:- 256
Publication date:- March 15, 2016
Language:- English
Pages:- 256
Disclaimer : We dont own this book. PDF is just provided for educational purposes. If you have any issue with post/book/pdf kindly Contact us. We will edit or remove it.
Out of nowhere, a ghostly presence passes through the party and steal all our money. Just as we realize what’s going on a pile of gold drops in front of each adventurer. We each receive: 1552 gp, 100 sp, 2 cp
After defeating the fire cultists we travel back down the coast to our boat, Smitty’s Voice. We decide after all the recent adventure we need to resupply. Kilrin suggests we sail to Waterdeep. A couple days later we arrive to this scene:
Waterdeep: Jewel of the North
- Nasaug, Kilrin, Fendira, Smitty and Grugain all buys some scrolls and potions
- Kilrin and Smitty buy a ballista for the ship
- Drongar buys some plate armor and helps out at a forge
After seeing this large city, with all its unique little shops and boutique stores, we realize this is the perfect market to break into with Krausen Pickles®. Knowing we won’t have the time to manage the day-to-day details we decide to interview salesman. We find a rather refined gentleman, Jeeves, who sees our briney vision! He agrees to work for us for 3 months signing bars and stores up for vendor agreements. Since we won’t be in Waterdeep he will also establish trade routes from Red Larch to have pickles delivered regularly.
Fendira decides to meet up with her peeps. She arranges for them to deliver her book back to the merchant in Red Larch. Her peeps arrange for her to have access to the Great Library.
Smitty tries to find an expert to review his map. He asks around and finds out a super old man at the library might be able to help him. Smitty finds him in the back studying a huge pile of books. The old man recognizes the map as the ancient city of Tyar Besil. The old man pours an odd liquid metal on the map and reveals hidden Dwarvian writing along the outside of the map.
Meanwhile, Fendira has been tirelessly studying anything she can find on the ancient elemental planes or the elemental cults. She finds out each element has their own plane ruled by a Prince or Princess:
- Fire: Imix, Prince of evil elemental Fire, Fire Lord Imix, Lord of Hellfire and the Eternal Flame.
- Water: Olhydra, Princess of Evil Water, the Crushing Wave and the Well of Endless Anguish
- Earth: Ogremoch, Prince of Evil Earth, Tyrant of the Black Earth and Mountain of Doom
- Air: Yan-C-Bin, Prince of Evil Air, Shadow of the Four Winds, and The Howling Hatred
However, Fendira can’t find much information on the cults. Just that changes in the weather are common when summoning elemental beings.
Kilrin decides to head to the docks and ask around about Shatterkeel Gar. He finds lots of stories, but they all sound like Tall tales. They all seem to have a common theme of the sword coast being a dangerous place until Shatterkeel Gar just disappears.
Red Larch
After two weeks in Waterdeep, we head back to Red Larch. We dock the boat at Bargewright Inn and travel the remainder of the journey to Red Larch on foot. When we arrive in Red Larch we discover, our good friend, the wagon wright won the mayoral election. With new contracts on the way, Drongar hires a manager to help Krausen manage Krausen’s Pickles® in Red Larch. With all our preparation finished, we can’t put it off the elemental cults any longer. We set out for Logath’s tower and the chasm the elemental air cult escaped too.
At Logath’s tower
After receiving earlier reports from the scouts we are please to discover the tower hasn’t been taken over by the air element cults, but Arakokra . We agree to share possession of the tower. The Arakokra agree to live in the bottom of the tower and Logath’s guard will stick to the top floors. To help give the Arakokra more space Logath’s guard is helping them dig out the bottom floors. After we explain our plan to track the air elemental cultists, the Arakokra agree to fly us down into the Chasm.
At Chasm
Arriving at the Chasm we find an ancient abandoned dwarf city. Studying the architecture and Smitty’s map we realize this is one of the secret entrances into Tyar Besil. Drongar finds the door and tries to push it open. Fails. Kilrin cracks his knuckles, walks up to the door, and pushes on it. The door doesn’t budge. Nasaug suddenly transforms into a Polar Bear and rushes the door. Fails. Finally, Fendira, using a single finger, pushes on the other side of the door and it swings wide open.
Arriving at the Chasm we find an ancient abandoned dwarf city. Studying the architecture and Smitty’s map we realize this is one of the secret entrances into Tyar Besil. Drongar finds the door and tries to push it open. Fails. Kilrin cracks his knuckles, walks up to the door, and pushes on it. The door doesn’t budge. Nasaug suddenly transforms into a Polar Bear and rushes the door. Fails. Finally, Fendira, using a single finger, pushes on the other side of the door and it swings wide open.
After opening the door, we hear wailing and moaning sounds coming from deep within the passage. Sneaking forward we find 3 air cultists tied to obelisks in a passage. They appear emaciated. We walk up to them and they tell us mad ravings about eating air for nourishment.
We open a nearby door and discover a group of bird-like things, a group of Kenku. Smitty, thinking quickly, casts fireball on the bird-people. They erupt in flame and their charred bones drop to the floor. Truly impressive. Maybe Smitty should be the lord of fire…..
Windharrow
From a door close by, we hear music player – terrible music – but we head over to investigate anyway. We open the door and find a small group of musicians performing music for a woman, named Windharrow. Windharrow informs us she’s trying to train musicians to perform for their leader. Smitty sells our group as traveling performers. Windharrow tells us we can practice in the barrack rooms, and gives us some cultists robes – giving us the perfect opportunity to explore the dungeon.
We explore the dungeon, going room by room. It is pretty uneventful. Most barrack’s are very basic – containing a table, bed, and storage locker. After searching a half dozen rooms we find a hall with a beautiful marble floor. At the end of hall a Altair, Djinni of the Seven Stormed Lands is clearing rock away. He waves his hand and the marble floor extends forward into the cleared space.
The party seems to be taken aback. I walk up to the Altairas a polar bear and start helping dig and clear rocks. The Djinn looks over and asks why I am digging. He immediately recognizes me as a Druid. I transform back into my human form and ask him why such a majestic creature would be working to clear rocks. He explains that the air leader possess his horn. He is enslaved to whoever blows the horn. Once every 101 years – he must perform one task until it is complete before he can return to his home Plane of Air. He introduces himself as Altair, and after a short discussion, we see that he has no love for the Prophet of Air. He gives us lots of information on the temple, and also asks us to defeat the Prophet so that he may be freed from his never ending task of return the temple to its former glory.
Not delaying further, we head to the center of the dungeon and discover a giant pyramid. The guards let us pass after discovering we are musicians wanting to perform for their leader. We get to thedoors and find them locked. Smitty takes out his lock pick tools and opens the doors. Inside we find several priests levitating a few feet off the floor, deep in meditation, and 2 staircases going to an upper level. We walk by the priests and go up the stairs to a large chamber. Inside the chamber is a throne room, with a miniature replica of the city made of granite in the floor. Here we find the air leader and several of her guards and priests.
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She asks us why we are there. Smitty explains that we wish to perform for her. We take out our instruments and begin to play. It sounds ear piercing. Everyone plugs their ears and yells for us to stop. We really, really should have practiced. The air leader appears to be fuming and orders her guards to kill us.
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Thinking quickly, Fendira casts web on the back half of the room. The guards around us rush forward and a battle ensues. Seeing the Djinn’s horn at the back of the room I cast summon creatures. Two giant spiders appear close to the horn. I order them to retrieve the horn and bring it back to me. While we are fighting the priests the spiders manage to get the horn to Smitty. Smitty blows the horn hoping the Djinn will appear and help us.
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Realizing how strong our party is, the air leader turns into a gas cloud and escapes through a crack in the wall. We make quick work of the remaining priests and guards. Just as we finish the last enemy the Djinn appears and asks what we desire….