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koxacbka
Jan 29 2009, 07:02
#1


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




каталог того, что можно найти в журнале дрегон

Модули:
*********Heroic Tier Adventures (1-10)*********

Level 1 – Rescue at Rivenroar (Scales of War 1), Dungeon 156, Page 4. By David Noonan.
Starts in Elsir Vale. Takes PCs to a dungeon under a mountain fortress to rescue kidnapped citizens.

Level 2 – Menace of the Icy Spire, Dungeon 159, Page 4. By Sean Molley.
Starts in Loudwater (FRCG starting town) in the Gray Vale. Takes PCs to an ice elemental-controlled tower to stop the spread of a magical winter.

Level 1-3 – Shadow of Kalarel (Keep on the Shadowfell Side Trek), Dungeon 155, Page 93. By Peter Schaefer.
Set around Winterhaven, a small town. A collection of 4 encounters which can flesh out Keep on the Shadowfell a bit more.

Level 3 – Siege of Bordrin’s Watch (Scales of War 2), Dungeon 157, Page 4. By Robert J. Schwalb.
Starts in Elsir Vale. Takes PCs into a monster-filled ancient monastery to stop a horde’s approach.

Level 3 – The Tariff of Relkingham, Dungeon 158, Page 83. By Eytan Bernstein.
Starts in a normalish town. Takes PCs to a cult-dominated town to defeat the evil plots of its leader. 3 Social Skill Challenges (lots of talking).

Level 4 – Heathen, Dungeon 155, Page 29. By Scott Fitzgerald Gray.
Starts in a remote frontier territory. Takes PCs to a ruined temple to fight a demon cult.

Level 4 – The Shadow Rift of Umbraforge (Scales of War 3), Dungeon 158, Page 4. By Scott Fitzgerald Gray.
Starts in Elsir Vale. Takes PCs to a town in the Shadowfell plane.

Levels 4-6 – Echoes of Thunderspire Labyrinth (Thunderspire Labyrinth Side Trek), Dungeon 156, Page 112. By Greg Bilsland.
Starts in general area of Thunderspire Labyrinth. Takes PCs to various small locations.

Level 6 – The Lost Mines of Karak (Scales of War 4), Dungeon 159, Page 56. By Greg. A. Vaughan with James Larrison.
Starts in town of Overlook in the Elsir Vale. Takes PCs across the Thornwastes to an ancient dwarven mine under a desert, where they defeat the inhabitant(s) and then report back.

Level 7 – Den of the Destroyer (Scales of War 5), Dungeon 160, Page 14. By Rodney Thompson.
Starts in Brindol. Takes PCs to an ancient Githzerai fortress to stop a horde of Gnolls and close a gate to the Elemental Chaos. Lots of Gnolls.

Level 8 – Massacre at Fort Dolor, Dungeon 157, Page 82. By Shawn Merwin.
Set in a town in a cold, mountainous region on the outskirts of a country. Takes PCs to determine what’s wrong with the town, and fight against Devils and close a portal.

Level 8 – Sleeper in the Tomb of Dreams, Dungeon 155, Page 60. By Matthew Sernett.
Starts along a road. Takes PCs into a forest in pursuit of a stolen body and a fight against cultists.

Level 8 – The Last Breaths of Ashenport, Dungeon 156, Page 70. By Ari Marmell.
Starts in a (secretly cult-dominated) town on a coast. PCs fight a strange cult.

Level 8-10 – House of Pain, Dungeon 163, Page 27. By Jennifer Clarke Wilkes.
Side Trek: Find the cause of Eladrin disappearances and stop the Shadar-kai cult responsible.

Level 9 – The Temple Between (Scales of War 6), Dungeon 161, Page 14. By Ari Marmell.
PCs must uncover a conspiracy in the town of Overlook, and then follow it to an ancient Dwarven temple to Moradin before returning to defend the town from attack. Said to go start taking characters into the Paragon tier.

Level 10 – Fist of Mourning (Scales of War 6.5), Dungeon 162, Page 4. By Robert J. Schwalb.
Set in the world of Scales of War (Overlook, Bordrin’s Watch etc.). Takes PCs to the hidden mountain hideout of a crazy cult worshipping Slaads, to stop them.

Level 10 – Touch of Madness (Tear of Ioun 1), Dungeon 161, Page 72. By Robert J. Schwalb.
Starts in Wellspring, a small town. Takes PCs to a ruined tower of Ioun in search of an artifact. The artifact is also being sought by aberrations, and is guarded by opposing adventurers.



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"Rule 0: This is D&D not D&D, forget everything you ever knew
about D&D cause it no longer applies to D&D."
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koxacbka
Jan 29 2009, 07:03
#2


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




*********Paragon Tier Adventures (11-20) *********

Level 11 – Beyond the Mottled Tower (Scales of War 7), Dungeon 163, Page 12. By Creighton Broadhurst, Bruce R. Cordell, and David Noonan.
PCs must stop a plot to destroy the world with elemental ”Blood Chaos” (like lava) and defeat the villain behind it. Features some nice lava-themed fighting areas.

Level 11 – Beyond the Trollhaunt (King of the Trollhaunt Warrens Side Treks), Dungeon 160, Page 4. By Logan Bonner.
Additional encounters which can be added to the published adventure book. Has lots of trolls.

Level 11 - Depths of Madness (Tear of Ioun 2), Dungeon 162. Page 72. by Robert J. Schwalb
The danger to Wellspring has not abated, and it's up to the characters to delve deep beneath the town's streets to uncover the truth of the Tear of Ioun.

Level 12 – The Haunting of Kincep Mansion, Dungeon 156, Page 46. By Skip Williams.
Starts around outskirts of a town or city. Takes PCs to a haunted and monster infested house.

Level 13 - Brink of Madness(Tear of Ioun 3), Dungeon 163. Page 50. by Robert J. Schwalb
As the wizard Malachi finalizes his plans to unleash the horrors of the Far Realms on the world, the adventurers race to stop his further corruption.

Level 13 – Dark Heart of Mithrendain, Dungeon 157, Page 104. By Greg Marks.
Set in the Feywild city of Mithrendain (discussed in Dragon 366). PCs root out corruption on the city council and stop what’s behind it.

Level 13 – In the Depths of Avarice, Dungeon 157, Page 56. By Tim Hitchcock.
Set around a town with a mine. Takes PCs into the mine to stop a cult.

Level 13 – Ruins of Starmantle, Dungeon 161, Page 4. By Bruce R. Cordell.
This is not an adventure but a ”side trek,” which consists of exactly one encounter with several Plague-changed ghouls. Serves as a sort of advertisement for the novel "Plague of Spells."

Level 15 – Sea Reavers of the Shrouded Crags, Dungeon 158, Page 54. By Logan Bonner.
Starts in any coastal area. Takes the party above and below the sea.

Level 18 – Summer’s End, Dungeon 160, Page 91. By Bill Slavicsek.
A sample ”Dungeon Delve,” this is not really an adventure as much as a series of encounters in a dungeon. The beginning of the ”adventure” is described, but the monsters and skill challenges presented are not statted out. Takes PCs into the complex of a deranged Eladrin lord, where they fight her Fey minions along the way.



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about D&D cause it no longer applies to D&D."
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koxacbka
Jan 29 2009, 07:04
#3


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




*********Epic Tier Adventures (21-30) *********

Level 21 – Ziggurat Beyond Time, Dungeon 159, Page 23. By Dave Noonan.
Starts wherever you want it to. Takes the PCs to an ancient pyramid in a jungle. PCs must defeat a force from the Far Realm intent on destroying the world with the aid of an artifact. Aberration and Undead heavy.

Level 22 – Winter of the Witch, Dungeon 162, Page 27. By Stephen Radney-MacFarland.
Starts when PCs are called back to Winterhaven (generic town in Scales of War world) by an old acquaintance. Takes PCs on a long search for an artifact and eventually to wield it against the Winter Witch archfey in her snowy mountain lair.

Level 25 – Tomb of the Sand King’s Daughter, Dungeon 160, Page 55. By Ari Marmell.
PCs enter a giant dungeon maze with the goal of venturing to the bottom to defeat an Ancient Brown Dragon and claim its treasure. Lots and lots of traps.



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about D&D cause it no longer applies to D&D."
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koxacbka
Jan 29 2009, 07:04
#4


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




остальное надеюсь появится в ближайшем будущем

Dungeon 155
  • New Monsters
    • Keep on the Shadowfell FR Conversion
      Ninaran the Elf Archer {Pseudo-Ranger} (Elf, fey), Level 4 Artillery, Page 17

      Bairwin the Cult Leader (Human), Level 3 Controller, Page 12
      Human Thug (Human), Level 1 Minion, Page 7
      Human Ruffian (Human), Level 2 Skirmisher, Page 7
      Dark Servants (Human) Level 2 Skirmisher, Page 12
      Human Mercenary (Human), Level 3 Soldier, Page 7

      Shadow Wolf (Shadow Beast), Level 3 Lurker, Page 16

      Sightless Reaper (Shadow Humanoid), Level 3 Soldier, Page 12
    • Keep on the Shadowfell Eberron Conversion
      Ironteeth the Dolgrim (Aberrant Humanoid), Level 3 Elite Skirmisher, Page 24

      Dolgaunt Warrior (Aberrant Humanoid), Level 3 Soldier, Page 28

      Ninaran the Dusk Hag Archer (Fey), Level 3 Artillery, Page 26
    • Heathen Adventure
      Death Cultist Mage (Human), Level 5 Artillery, Page 48
      Advanced Human Berserker (Human), Level 5 Brute, Page 56

      Dajani the Tiefling Darkblade (Tielfing), Level 4 Solo Lurker, Page 49

      Naarash the Barlgura (Demon), Level 8 Solo Brute, Page 59

      Advanced Hobgoblin Warcaster (Goblin), Level 5 Controller, Page 57

      Steel Keeper (Construct), Level 6 Controller, Page 54
    • Sleeper in the Tomb of Dreams Adventure
      The Seer (Human), Level 4 Brute, Page 87
      (Level Reduced) Human Lackey (Human), Level 6 Minion, Page 84

      Volkanth the Tiefling (Tiefling), Level 11 Controller (Leader), Page 80
      Tiefling Shadowblade (Tiefling), Level 6 Skirmisher, Page 80

      Arcane Ballista (Construct), Level 6 Artillery, Page 68
      Reaper Wraith Eidolon (Construct), Level 10 Skirmisher (Leader), Page 85

      Beholder Zombie (Undead), Level 8 Elite Brute, Page 88
      Skeletal Warhorse (Undead), Level 5 Brute, Page 68
      Lost Wraith (Undead), Level 8 Lurker, Page 88
      Hanged One (Undead), Level 6 Minion, Page 86
      Tortured Skeleton (Undead), Level 6 Minion, Page 87
    • Shadow of Kalarel (Keep on the Shadowfell extra encounters)
      Hobgoblin Subcommander (Goblin), Level 3 Soldier (Leader), Page 96

      Kobold Pikeman (Reptile), Level 2 Brute, Page 94
      Kobold Hurler (Reptile), Level 2 Artillery, Page 95

      Maw (Undead), Level 3 Controller (Leader), Page 98
      Zombie Soldier (Undead), Level 2 Soldier, Page 99
  • New Skill Challenges
    • Heathen Adventure
      Follow an NPC’s trail across the borderlands; Level 5, Difficulty 5, 1,000XP; page 32
      Discreetly gather information from cultists; Level 5, Difficulty 3, 600XP; page 44
    • Sleeper in the Tomb of Dreams Adventure
      Try to sleep with cursed nightmares; Level 8, Complexity 2, 1050XP (normally should be 650 for that level/complexity); sidebar page 70
  • New Traps and Hazards
    • Sleeper in the Tomb of Dreams Adventure
      Blade Bridge, Level 8 Blaster, Page 89
      Frost Jet Door Trap, Level 8 Blaster, Page 72
      Wrecking Eye, Level 8 Blaster, Page 90

      Falling Iron Portcullis, Level 7 Obstacle, Page 85

      Noose Trap, Level 2 Elite Warder, Page 73
  • Interesting Terrain Features
    • Keep on the Shadowfell FR Conversion
      Tables (High tables; small characters can walk under and gain Cover, can be flipped over with a Standard Action to grant Cover for a standing creature or Superior Cover for a Prone creature.), Page 7

      Rug (Adjacent character can make a DC 10 Strength Check to pull it up, and creatures on the rug must make DC 15 Acrobatics checks or fall Prone.), Page 7

      Carpet (A magical carpet; Followers of the appropriate deity {Shar in this case} gain a +1 bonus to all Defenses while on it. DC 15 Arcana check to notice its properties. If removed from the shrine it is in, it loses all power.), Page 13

      Closet (A closet; Open or close the door with a Minor Action, closing it while you’re inside blocks line of effect and line of sight.), Page 17

      Table and Chairs (Smaller table than the earlier one; Tables and chairs are Difficult Terrain. Can flip over table as a Move Action to grant Cover to standing, Superior Cover to Prone creatures.), Page 17

      Windows (Windows with shutters; Windows provide Cover, can open or close shutters as Minor Action. A creature can climb through a window with a Move Action, but that provokes an OA from adjacent creatures.), Page 17
    • Heathen
      Tents (Large pavilion tents; Can be opened from any side. One side provides Cover, 2 provide Superior Cover.), Page 35

      Fallen Tent (Collapsed tent; Counts as Difficult Terrain.), Page 35

      Window (Small shuttered window; Perception checks made through the shutters take -5 penalty. Can open as Free Action from the inside, or DC 13 Strength check Minor Action to pull open from outside. Open window provides Superior Cover. Two squares of movement to go through an open window.), Page 37, 47

      Curtains (Heavy wool curtains hanging from the ceiling; Provide Total Concealment, can be pulled down with DC 8 Strength check.), Page 37

      Crates (5 foot high stack of crates; Grants Cover. Can be climbed with DC 5 Athletics check.), Page 37

      Bed (High bed; Provides Cover, takes 2 squares of movement to hop onto the bed, can tip it over with DC 15 Strength check to gain Superior Cover.), Page 37

      Table and Desk (Same mechanics for both; Small creature can go under to gain Cover, 2 squares of movement to hop onto a table or desk, DC 10 Strength check to flip over for Superior Cover.), Page 37

      Trees (Gnarled Spruce trees; Trunks provide cover, foliage grants Total Concealment and is Difficult Terrain. Can climb with a DC 10 Athletics check.), Page 38

      Foundation Pit (A 5ft large pit. Two squares of movement to hop down to the bottom.), Page 38

      Rubble Slope (Pile of gravel and scree; Creatures going down the slope must make DC 18 Acrobatics check or fall Prone at the bottom.), Page 38

      Trees (Close-growing conifers; Grant Total Concealment, entering the foliage takes DC 10 Athletics check, Difficult Terrain.), Page 46

      Burning Buildings (Burning buildings; Fire spreads at a rate of 1 square per round in direction of DM’s choosing. Creatures passing through flames take 3d6 fire damage per round.), Page 47

      Smoke (Haze of acrid smoke within 5 squares of burning buildings; A creature ending its turn in a square of smoke must make a Saving Throw or be Dazed.), Page 47

      Boulders (Chunks of fractured stone; Provide Cover. Can jump over with a DC 5 Athletics check as part of a move, or else they are Difficult Terrain to walk over.), Page 49

      The Blacksnake (Boat moored and bobbing on a river; DC 10 Athletics check to jump onto the boat from shore, DC 5 Athletics to jump from boat back on to the shore. Failed checks indicate successful jump, but land Prone.), Page 49

      Armor (The remains of destroyed animated suits of armor (Steel Keepers specifically); Difficult Terrain, and if a creature moves through or ends its turn in an affected square, it is subject to a +8 vs. Ref attack for 1d4 damage and Prone, as the armor pieces fly around and try to hit them. Doesn’t attack living {Steel Keeper} constructs), Page 54

      Black Curtains (Tattered draperies; provide Total Concealment, can pull down with DC 5 Strength check), Page 55

      Fountains (Wide, 6 feet tall basins; DC 10 Athletics to climb into/over them, and Small creatures can gain Cover if they are inside.), Page 55

      Ruined Walls (Thin, crumbling stone floor to ceiling walls; Large creatures can push through them, knocking them down onto the other side for a +8 vs. Ref, 1d8 damage attack. The creature takes 5 damage for walking through the wall. The following round on the pushing creature’s Initiative, the ceiling partially collapses to attack adjacent squares, +12 vs. Ref, 3d8 damage or 1d8 damage on a miss, and creating Difficult Terrain.), Page 55

      Fissure (10 foot deep fissure; DC 20 Athletics to jump, DC 10 with a running start. Characters entering take 1d6 damage, and must make DC 18 Acrobatics or Athletics check to climb out.), Page 59
    • Sleeper in the Tomb of Dreams
      Wagons (Wagons with horses; if a horse is injured, it runs forward regardless of anything in its way), Page 79

      Ice (ice covered creek; Difficult Terrain, and the ice takes damage from both attacks directly against it and area attacks; if a section takes 15 points of damage it breaks, creating a Hole in the Ice – See below), Page 81

      Holes in the Ice (holes in the ice over a freezing creek; falling in takes 1d6 Ongoing Cold Damage and Move or Standard action to climb out. The area around a hole requires a DC 15 Acrobatics check or fall Prone, a failure of 5 or more means the creature falls into the hole.), Page 81

      The Stargazer (A carved stone ”face” in the ground; the mouth is open and is a pit trap, see below. The eyes are small hollows, and a creature standing in one gains Cover.), Page 83

      Mouth (a pit leading 70 feet down to iron spikes; a fall deals 8d10 damage, but counts as a deadly distance. A falling creature can make a DC 20 Acrobatics check to grab a hanging rope if they have a free hand to stop the fall.), Page 83

      Swirling Eyes (A creature exiting or ending a turn inside an affected square must make a DC 15 Acrobatics check or fall Prone), Page 86

      Blood Rain (Necromancy charged blood falling from a face in the ceiling; Non-cult members take 1d6 Necrotic damage, and Ongoing 5 Necrotic damage (save ends). Apparently take additional 5 Necrotic for each square you enter if more than one in a round. Cannot save against the Ongoing damage until you leave the area.), Page 91
    • Shadow of Kalarel (KotS Side Trek)
      Grave Markers (Smallish grave markers; grant Cover but do not hinder movement.), Page 98

      The Shrine (Easily destroyed small shrine; destructible, and offerings in front of it count as difficult terrain.), Page 98
  • New Magic Items
    • Sleeper in the Tomb of Dreams
      Dreamstone Amulet (skills, cure blindness), Level 12+ Neck, Page 74
      Dreamstone Weapon (can attack Will Def 1/day), Level 12+ Weapon, Page 74
  • NPCS-as-Monsters
    • Keep on the Shadowfell Eberron Conversion
      Valthrun, Human Wizard, Level 5 Artillery, Page 27
    • Heathen Adventure
      Jaryn, Human Paladin of Bane, Level 8 Elite Soldier, Page 58


Dungeon 156
  • New Monsters
  • New Skill Challenges
  • New Traps and Hazards
  • Interesting Terrain Features
  • New Magic Items
  • NPCS-as-Monsters




--------------------

"Rule 0: This is D&D not D&D, forget everything you ever knew
about D&D cause it no longer applies to D&D."
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koxacbka
Jan 29 2009, 07:05
#5


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




Dungeon 157
  • New Monsters
  • New Skill Challenges
  • New Traps and Hazards
  • Interesting Terrain Features
  • New Magic Items
  • NPCS-as-Monsters


Dungeon 158
  • New Monsters
  • New Skill Challenges
  • New Traps and Hazards
  • Interesting Terrain Features
  • New Magic Items
  • NPCS-as-Monsters


Dungeon 159
  • New Monsters
  • New Skill Challenges
  • New Traps and Hazards
  • Interesting Terrain Features
  • New Magic Items
  • NPCS-as-Monsters


Dungeon 160
  • New Monsters
  • New Skill Challenges
  • New Traps and Hazards
  • Interesting Terrain Features
  • New Magic Items
  • NPCS-as-Monsters


Dungeon 161
  • New Monsters
  • New Skill Challenges
  • New Traps and Hazards
  • Interesting Terrain Features
  • New Magic Items
  • NPCS-as-Monsters


Dungeon 162
  • New Monsters
  • New Skill Challenges
  • New Traps and Hazards
  • Interesting Terrain Features
  • New Magic Items
  • NPCS-as-Monsters



to be continued...



--------------------

"Rule 0: This is D&D not D&D, forget everything you ever knew
about D&D cause it no longer applies to D&D."
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koxacbka
Jan 29 2009, 07:08
#6


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




резерв


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"Rule 0: This is D&D not D&D, forget everything you ever knew
about D&D cause it no longer applies to D&D."
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koxacbka
Jan 29 2009, 07:08
#7


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




резерв №2


--------------------

"Rule 0: This is D&D not D&D, forget everything you ever knew
about D&D cause it no longer applies to D&D."
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koxacbka
Jan 29 2009, 07:09
#8


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




резерв №3

думаю хватит...можно теперь оставлять коменты и крики о том что все это убого и никому ненужно=))))



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"Rule 0: This is D&D not D&D, forget everything you ever knew
about D&D cause it no longer applies to D&D."
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VorteX
Jan 29 2009, 10:13
#9


Гость
*

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13.6.2008
г. Энгельс Саратовской области.




Почему же, наоборот нужно. А то порой замучиешься Драгоны обшаривать в поисках чего-то нужного.
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koxacbka
Jan 30 2009, 06:50
#10


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




добавил все приключения из 162го дрегона


--------------------

"Rule 0: This is D&D not D&D, forget everything you ever knew
about D&D cause it no longer applies to D&D."
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Azalin Rex
Feb 17 2009, 15:24
#11


Убитый король
****

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3.1.2004
Санкт Петербург




Так, а по Драгонам такое будет?!

Кстати, то что ты подробно расписываешь террейн фичи - это ерунда... вообще не актуально sad.gif




--------------------
Мои кампании - это многоуровневый гобелен, в текстуру которого вплетены сюжеты и действующие лица. И который, попросту говоря, будет сложен для тех, кто смотрит на игру как на хобби. ©
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koxacbka
Feb 17 2009, 16:35
#12


Avarice
****

Модераторы
1614
22.9.2008
СПь. центр.




кому как=)


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(!)@yCT
Feb 17 2009, 21:32
#13


Частый гость
**

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17.1.2009
Вологда




Цитата(koxacbka @ Jan 29 2009, 07:05) *
Dungeon 157
  • New Monsters
  • New Skill Challenges
  • New Traps and Hazards
  • Interesting Terrain Features
  • New Magic Items
  • NPCS-as-Monsters

Эхх, были-бы подобные закладочки сразу в журнале, либо заголовки в содержании... sad.gif

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koxacbka
Feb 23 2009, 05:59
#14


Avarice
****

Модераторы
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22.9.2008
СПь. центр.




(!)@yCT, никто не мешает сделать это самому...ручками smile.gif

Azalin Rex, дрегоном займусь когда руки дойдут...

и кстати я добавил в описание последний данжен...


--------------------

"Rule 0: This is D&D not D&D, forget everything you ever knew
about D&D cause it no longer applies to D&D."
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(!)@yCT
Feb 23 2009, 15:31
#15


Частый гость
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17.1.2009
Вологда




Цитата(koxacbka @ Feb 23 2009, 05:59) *
(!)@yCT, никто не мешает сделать это самому...ручками smile.gif

Мешает лень... tongue.gif
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Volk_Mephit
Mar 14 2009, 10:43
#16


Частый гость
**

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12.9.2006
Минск




Угу. Еще было бы полезно из журналов отсортировать монстров в отдельный каталог, модули - в отдельный. Но - лень.
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