Dnd Misty Fortunes And Absent Hearts Part 1 Pdf

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Since the Forgotten Realms is the core campaign setting for fifth edition, the Adventurers League is set within that world. Stores that are members of the Wizards Play Network can submit reports on the results of adventures, just like they could during the Encounters program, but are no longer beholden to a weekly schedule. Players are encouraged to join one of five factions based on their class and alignment which will lead to special sidequests and rewards.

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The adventures associated with this season are as follows. Dates typically refer to the wide release date, not when they premiere in conventions. For that information, see the official DDAL page.

Misty Fortunes and Absent Hearts binder cover

Contained in those pages are numerous references to the rarely-seen Gur people, a very private branch of the human race in the Forgotten Realms. There are many spoilers for the adventure in this post, so if you do not wish to have the story experience prematurely revealed to you, I urge you to look away.

That bullet point right there? Digging into DDAL Suits of the Mist, it is easy to see where people may take the presented view of the Gur at simple face value; namely, is this excerpt from early in the adventure:. These nomads, as befits their reputation, committed a host of crimes against the inn and its patrons. This portion exists in the very beginning of the adventure and serves to set a tone — though if we look back at our history as gamers and designers, how many adventures or stories begin with a certain notion but through the course of the exploration of the content we find that our original views were tragically, horribly wrong?

Did we know that our princess was in this castle — and when we find that she is in another castle, did we ask why? Typically the answer is no; we take the data at face value and proceed to march through without taking into consideration the motives and experiences that happened in the days and moments preceding the arrival of our heroes in this environment.

Continuing into the Adventure Overview portion, we have a couple of very important points to bring up here as well:. From these excerpts it should be clear that DMs hold the weight of responsibility on this front — to prepare at least an adequate game in which they are ready to make needed changes in order to make the game enjoyable for not only their players, but also themselves — for when the DM is not having any fun, it is unlikely that the players will have any fun.

This does not mean that the DM should be making wholesale changes to the essential make-up of an adventure, but rather that embellishment should be used as well as restriction in order to deliver the intended narrative.

Harpers vs. Zhentarim; dwarves vs. The people of the Inn continue on by telling the characters that five specific Gur are responsible for heinous acts of thievery and worse….

There is little evidence to back up the claims of the people of the Inn, and what purpose would evidence serve? The good people have been wronged! We are heroes! And yet there is one person in the Inn that desires to preach the truth, to implore the characters to make educated and well-informed decisions. Aya Glenmiir previously seen several other AL adventures speaks to the assembled heroes and effectively tells them that not all is as it seems, and that these people are as scared as every other person in this place.

Where the ill-informed seek a more final solution, Aya has had the opportunity to become familiar with the core matter and suggests that the characters educate themselves before they become the villain.

Throughout the following pages we find that the Gur are doing what they felt was right, but for reasons that should resonate with the characters rather than alienate them or gain their enmity:. Of all of these, the only thing arguably missing is that, in the personal opinion of this author, it should be more firmly written that Ozzcar demonstrate remorse for his action while also demonstrating that this was an action of passion. Once we realize that we, the characters and players and heroes, would have done much the same thing as these Gur if not the EXACT same thing … can we blame them?

Can we safely say that these Gur are truly being misrepresented? Did we, the self-labeled protagonists, get the information we needed before setting out along this mission? At the end of all this we have to realize that when we short ourselves of the full image, we decline our players the ability — the right — to form their own opinion.

The Gur as presented in the Adventurers League materials are never referred to as gypsies, and although they are referred to as a wandering people… are not our heroes a wandering people as well, flitting to town to town, seeking to resolve the perceived evils of the world through sword and tome and force of will? If there is any offense to be taken in how the Gur are presented, that offense and the symbiotic responsibility to resolve that offense must originate in the proverbial hands of the DM.

Story-telling is about conflict and problem solving through and through, and the weight of responsibility to deliver that experience rests on the shoulders of those who have chosen to tell that story: first, the author; later, the DM.

One of the biggest pieces of advice I can give to any DM or player this season is to hold judgment until you can see the whole picture. Shawn Merwin has done great work for all of us in the Adventurers League, and we all look forward to his future works — and whatever provocations they bring with them. See more below! Contribute to the wiki! Want to follow along with the adventure? Pick up Curse of Strahd on Amazon! Like these videos? Donate to our Extra Life page to support us.

It all goes to help sick kids! This article includes minor spoilers for Curse of Strahd , but they are spoilers nonetheless. If the adventurers are successful in determining this this will require some creativity, or an odd series of circumstances to occur , they are rewarded as stated in the adventure. The letter of recommendation promised grants the bearer use of the Position of Privilege feature from the Noble background. If the bearer also has the Noble background, they have advantage on any Charisma related skill checks they make when using the letter for this purpose.

The letter of recommendation is only useful in any regard, when on the Sword Coast. Any characters that are members of the Zhentarim earn the following story award:. Davra Jassur commands much respect within the Black Network, and dropping her name could yield favorable results—even from those who are unaffiliated with the Zhentarim.

This story award may be redeemed for one of the following: a common spell scroll 1st level spell , two vials of poison , five flasks of holy water , or the service of silvering one melee weapon the weapon to be silvered must be purchased separately. This story award is removed when used. There are six tents and four wagons for a total of 10 possible although statistically-unlikely results that include a magic item.

If the result is a 20, the characters find one of the items below. Roll 1d20 and consult the list below; ignoring results from previous rolls. This clear, red fluid has a smoldering chunk of coal floating within. The heat of this almost-boiling potion can be felt even through the thick glass bottle it is contained in.

The bolts have bone shafts with thrice-bladed, cold-iron heads. Anyone upon whom the ointment is applied smells like freshly dug earth for 1 hour. No amount of cleaning including the use of prestidigitation or perfume will mask or remove this smell. The potion can only be consumed by first destroying the stopper-less, ceramic pot it is contained in. The potion tastes foul and has the consistency of curdled milk; with hints of blood, sweat, and grime.

The potion in this glass vial is crystal clear, and a number of small iron beads have settled at the bottom. This tattered and patched bag lets forth a terrible scream whenever it is opened, audible to anyone within feet. This milky potion has a small, human tooth floating within it that must be swallowed as part of drinking the potion. It contains oil of slipperiness. When used, the oil reeks of rotting fish and kelp, a smell that cannot be cleaned or masked while the oil is in effect.

Once this happens, the manual crumbles to ash and is lost forever. Only the owner of the manual may benefit from its use. NOTE: The manual of bodily health may not be traded, even if the owner possesses campaign documentation that allows the trade of uncerted items. Ownership must be established normally by the end of the game session in which it is found, and only by an adventurer that was played in that session.

The musket provided here is unique, and may not be replicated or repaired—though it is easy enough to craft ammunition for it. The resulting gunpowder is not suitable for any purpose other to fire the weapon i.

NO explosives may be crafted, etc. NOTE: As a mundane item, the musket and bullets may not be traded. The original blade of the luck blade found in this crypt rusted away eons ago. The hilt, however, retained its power. Upon being claimed by a new owner, a new blade manifests from the hilt—taking the form of whatever type of sword its owner wishes. It is otherwise as described in the adventure. NOTE: As an uncerted item, the luck blade may not be traded, even if the owner possesses campaign documentation that allows the trade of uncerted items.

DMs have discretion on the adjudication of wish spells, but players should be forewarned that other DMs may rule differently; some may disallow some effects of their wish. Characters in the Adventurers League have two additional options to choose from when making their wish :. Once this happens, the tome is consumed in brilliant, divine flames dealing no damage.

When the flames die, the tome is gone, never to return. Only the owner of the tome may benefit from its use. NOTE: As an uncerted item, the tome of understanding may not be traded, even if the owner possesses campaign documentation that allows the trade of uncerted items. DMs will provide the following as a warning to your players prior to their decision to accept a dark gift:. While you stand to gain terrible power, it is possible that your character may forever surrender their soul to a being of ultimate darkness.

Should this happen, your character shall become an NPC under the control of the Dark Powers—and therefore unplayable in future Adventurers League adventures—until they no longer possess the dark gift, which could be a very long time. Once your decision is made, there is no turning back. Do you accept the gift? That is to say that if a character receives a dark gift that lasts for one year, that character loses the dark gift and all its effects one calendar year from the date that the gift was annotated on the characters Adventure Logsheet.

A character may accept and be affected by only one dark gift. If a character with a dark gift attempts to accept another from a different vestige, their requests go unanswered. If they are now lawful evil, they can choose to continue playing that character.

If they are a member of any faction other than the Zhentarim, they are immediately expelled from that faction and lose all renown. There is no saving throw against the wish spell, but the adventurer would never actively seek to change themselves back. You have accepted the gift of evil and paid the price. You have been possessed by the vestige of a dead and wholly-evil god. Instead, the vestige—free from its imprisonment—uses your body to wreak havoc upon the land. This lasts for one year and one day of time in the real world, at which time, the character is restored to their original alignment and for some reason unknown to them possibly divine intervention the dark gift has been removed.

After the dark gift has been removed, the character has disadvantage on all Charisma-related checks when interacting with NPCs anywhere in the Realms. After 10 adventures, assuming no wrongdoing, their reputation is restored and this penalty is removed. The dark gift may be removed earlier, but only by a wish spell cast by another character.

[D&D 5th] DDAL04-08 the Broken One (League Adventure)

Something strange is afoot within the Quivering Forest. So much so that even the elves of Greenhall have left their homes to seek out help from their newfound neighbors. But, their tales of a strange beast are not earning them any favors; especially among the Vistani, whom the elves suspect are to blame for their ills. Return once more to the Quivering Forest and learn the terrifying truth! Also included in the purchase of this adventure is a version specially converted for use with the Fantasy Grounds virtual tabletop software.

The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come? The Innocent Average Rating: 4. Fantasy High Fantasy. Endless Quest Books Systemless Gamebooks. Super Endless Quest Books.

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Part one of Misty Fortunes and Absent Hearts. Player's Handbook, Monster Manual, Dungeon Master's Guide, D&D Adventurers League, all other Wizards.


Strange things are afoot in the Moonsea. The factions have called all those willing and able to investigate strange occurrences in the region surrounding Phlan. Dark whispers and unseen terrors lurk in the misty shadows between this world and someplace much more sinister. Unveil the horrors before it is too late! Part one of Misty Fortunes and Absent Hearts.

Игра закончена. Червь ползет с удвоенной скоростью. У нас осталось всего восемь минут.

 - Дело в том, что это и есть ключ. Энсей Танкадо дразнит нас, заставляя искать ключ в считанные минуты. И при этом подбрасывает подсказки, которые нелегко распознать. - Абсурд! - отрезал Джабба.

Только его собственные утверждения в электронных посланиях. И конечно… ТРАНСТЕКСТ. Компьютер висел уже почти двадцать часов. Она, разумеется, знала, что были и другие программы, над которыми он работал так долго, программы, создать которые было куда легче, чем нераскрываемый алгоритм. Вирусы.

 По-прежнему чепуха, - с отвращением скривился Джабба.  - Смотрите. Это просто бессмысленный набор букв… Слова застряли у него в горле, глаза расширились.

Это был разумный шаг - завести партнера: даже в Японии нравы делового сообщества не отличались особой чистотой. Энсей Танкадо не чувствовал себя в безопасности. Лишь один неверный шаг слишком уж настойчивой фирмы, и ключ будет опубликован, а в результате пострадают все фирмы программного обеспечения. Нуматака затянулся сигарой умами и, выпустив струю дыма, решил подыграть этому любителю шарад.

Человек вашей репутации - ценнейший свидетель. Клушару эта идея понравилась. Он сел в кровати. - Нуда, конечно… С удовольствием. Беккер достал блокнот.

 - Итак, даже в самых экстремальных условиях самый длинный шифр продержался в ТРАНСТЕКСТЕ около трех часов.

4 Response
  1. Speckokkantni

    The D&D Adventurers League has revealed the details of the Curse of Strahd season of adventures Part one of Misty Fortunes and Absent Hearts. This PDF can be run anytime after the start of the Curse of Strahd season.

  2. DГЎmaso B.

    1. THE TEMPTER. The people of Orașnou are desperate. The village is on the Part Nine of Misty Fortunes and Absent Hearts Monster Manual, Dungeon Master's Guide, D&D Adventurers League, which they derive their good fortune​.

  3. Smarremobsscal

    Quoting the "Resting" section of the PHB: A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than.

  4. Chere H.

    Contained in those pages are numerous references to the rarely-seen Gur people, a very private branch of the human race in the Forgotten Realms.

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