Harbinger House (AD&D Planescape Adventure) by Bill Slavicsek

By Bill Slavicsek

Harbinger home is a PLANESCAPE event for 4 to 6 characters of 4th to seventh degrees. From Sigil to the Outlands and again back, the heroes needs to piece jointly a puzzle that can shake the Cage to its foundations. a depressing mystery of the multiverse waits to be came upon within the lunatic asylum referred to as Harbinger apartment, and simply the participant characters can form its strength - for solid or sick.

Show description

Read Online or Download Harbinger House (AD&D Planescape Adventure) PDF

Similar dungeons & dragons books

The Maelstrom's Eye (Spelljammer: The Cloakmaster Cycle, Book 3)

Teldin Moore's quest for the reality approximately his mysterious cloak leads him on a look for a fal, a genius slug, yet his odyssey traps him among Scro forces and an evil behemoth as he attracts ever closer the key of the good send Spelljammer.

Sacrifice of the Widow (Forgotten Realms: The Lady Penitent, Book 1)

Goddesses vie for the soul of individuals. ..

Halisstra Melarn, convert to the reason for the goddess Eilistraee, used to be despatched to the private depths of the Outer Planes to kill the demon goddess she as soon as worshiped, yet as a substitute was once remodeled right into a hideous creature bent to the vengeful will of her former mistress.

For the Queen of the Demonweb Pits not just survived her Silence yet advanced into whatever more than she was once sooner than - whatever that now not must percentage the area she calls her own.

Could it's that the battle of the Spider Queen has simply started?

Into the Dragon's Lair (Dungeons & Dragons: Forgotten Realms Adventure)

The King lies useless after a negative conflict opposed to an old and strong dragon. Now treasure seekers assemble around the land to discover the misplaced hoard of the useless dragon. Whoever claims the treasure earns the crown of Cormyr! This treasure hunt is strictly the kind of experience that defines the Dungeons & Dragons(r) adventure: heroic adversity opposed to bold foes with untold wealth looking ahead to the victors.

Harbinger House (AD&D Planescape Adventure)

Harbinger home is a PLANESCAPE experience for 4 to 6 characters of 4th to seventh degrees. From Sigil to the Outlands and again back, the heroes needs to piece jointly a puzzle that may shake the Cage to its foundations. a dismal mystery of the multiverse waits to be found within the lunatic asylum known as Harbinger condominium, and merely the participant characters can form its energy - for sturdy or in poor health.

Extra resources for Harbinger House (AD&D Planescape Adventure)

Sample text

Harbinger House3lls the end of the street, climbing above the high walls that surround three sides of its massive structure. It’s a place of insanity, for no clear-headed architect designed this jumble of towers, levels, and wings. Its oddly tilted walls, weirdly slanted roofs, and uneven windows make it almost painful to look at. There are doors, arches, and staircases everywhere, covering surfaces that should instead be covered by shingles or tiles or paint.

He also remembers that Sougad wasn’t particularly friendly; in fact, he was downright rude. If the PCs used a different gate, Artemor never saw Sougad. However, he admits that a poor sod who was just passing through got put into the dead-book a few hours heard that a cleric of Moradin was found all cut up r at The Impulsive Dabus,” Artemor says. ” IF THE PCs ASKABOUT TROLAN: Artemor hasn’t been tasy for more than a few years, so he knows little the bard who grew up among the plinths. He does know about Those Who Court the Lady, as they recruited some of the locals a few days back.

Turning Bao he Re League against Qarz and his bashers, possibly by inciting them to rise up against the “evil” guards who’d try to keep “noble, free-thinking cutters” imprisoned against their will. However, Baox and his group won’t fight unless the PCs battle at their side. Disguising themselves and pretending to be some other group of cutters when they try to leave cutters who can prove they’ve got somewhere to go and a means of getting there. The DM must decide if the PCs’ “proof” is enough to convince the abilities as his own madness moves him, but always with great showmanship aqd a sermon of insanitv.

Download PDF sample

Rated 4.19 of 5 – based on 50 votes