Heart of Nightfang Spire (3e)
Ein mächtiger Vampir ist an die Stätte seines Wirkens zurückgekehrt. Und die Helden sind natürlich angehalten¸ ihn aufzuhalten.
The fifth adventure in a new era of Dungeons & Dragons adventures.
In this adventure¸ an ancient vampire returns to his place of power and begins to build a bloodthirsty cult. Players face deadlier monster that have more advanced skills and abilities than those featured in previous adventures¸ requiring more advanced tactics and stronger teamwork. Heart of Nightfang Spire is a thrilling excursion in the tradition of The Sunless Citadel¸ Forge of Fury¸ The Speaker in Dreams¸ and The Standing Stone.
This is the fifth Dungeons & Dragons adventure strategically designed to hit the 'highlights' of the 3rd Edition D&D rules and move characters from the 1st to the 20th level.
Nightfang Spire has long brooded in lonely silence¸ shadowed within the walls of a steep defile. A tall stone column¸ it resembles nothing so much as an enormous fang of some vanished¸ mythical beast. Once¸ a fervent religious order thrived here - before its god was slain. Embracing that death¸ Nightfang Spire was transofrmed into a massive¸ hollow mortuary filled with the restless dead.
"Heart of Nightfang Spire is a stand-alone adventure for the Dungeons & Dragons game. This adventure challenges 10th-level heroes who follow the rumor of a dragon's hoard to the imposing edifice known as Nightfang Spire. When they arrive¸ the truth about the place is revealed in all its awful clarity.
Nightfang Spire has long brooded in lonely silence¸ shadowed within the walls of a steep defile. A tall stone column¸ it resembles nothing so much as an enormous fang of some vanished¸ mythical beast. Once¸ a fervent religious order thrived here - before its god was slain. Embracing that death¸ Nightfang Spire was transofrmed into a massive¸ hollow mortuary filled with the restless dead.
"Heart of Nightfang Spire is a stand-alone adventure for the Dungeons & Dragons game. This adventure challenges 10th-level heroes who follow the rumor of a dragon's hoard to the imposing edifice known as Nightfang Spire. When they arrive¸ the truth about the place is revealed in all its awful clarity.
From Temple to Tomb Nightfang Spire has long brooded in lonely silence¸ shadowed within the walls of a steep defile. A tall stone column¸ it resembles nothing so much as an enormous fang of some vanished¸ mythical beast. Once¸ a fervent religious order thrived here - before its god was slain. Embracing that death¸ Nightfang Spire was transformed into a massive¸ hollow mortuary filled with the restless dead. "Heart of Nightfang Spire" is a stand-alone adventure for the DUNGEONS & DRAGONS game. This adventure challenges 10th-level heroes who follow the rumor of a dragon's hoard to the imposing edifice known as Nightfang Spire. When they arrive¸ the truth about the place is revealed in all its awful clarity. To use this adventure¸ a Dungeon Master also needs the Player's Handbook ¸ the DUNGEON MASTER'S Guide ¸ and the Monster Manual. Please note that this product does not include the map insert that came with the original version. Product History "Heart of Nightfang Spire" by Bruce R. Cordell was the fifth adventure module published by Wizards of the Coast for 3rd edition Dungeons & Dragons. It follows "The Standing Stone" in a loosely linked eight-adventure series¸ and the primary villain hearkens back to that of "The Sunless Citadel¸" the very first adventure in this series. "Nightfang Spire" is an undead-heavy adventure featuring high lethality and absolutely brilliant monster design. Memorable Encounters. If you're tired of fights in unremarkable 10-ft.-by-10-ft. rooms¸ you'll enjoy the final confrontation. The lair of the adventure's villain is an appallingly delightful location for a fight. More Clerics¸ Fewer Rogues. The nature of this 3e D&D adventure inherently favors certain classes. Clerics are essential in Nightfang Spire¸ and it's not an exaggeration to say that a party without one is unlikely to survive. By contrast¸ rogues are severely diminished in combat effectiveness since their sneak attack ability doesn't work against undead. Consider your party mix¸ and the adventure is good enough that it's worth tweaking magic items or house rules to help keep the rogues effective. It's also worth noting that as a dungeon crawl¸ this adventure caters to those who prefer combat over diplomacy. Not your Standard Monsters. The mooncalf (seen on the adventure's cover) is a well designed and interesting monster with a name that probably results in its getting teased by other monsters when the player characters aren't around. In addition¸ Bruce Cordell has never found a monster that isn't made better with a clever template. Vampiric gibbering monsters and half-red-dragon flesh golems are bound to make an impression on the players. Many undead NPCs also have class levels that provide unexpected and effective capabilities. Monster design like this¸ which takes a known quantity and twists it in a clever and unexpected way¸ is a hallmark of Cordell's designs. It makes for great encounters. Deadly Progress¸ Rending Foes. If there's a complaint to make about the adventure¸ it's that the moderately linear dungeon is full of lots of ways to die. If you're interested in adding "ge