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These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase. Warning : If any files bearing your information are found being distributed illegally, then your account will be suspended and legal action may be taken against you. Log In.

New Account or Log In. Hide my password. Get the newsletter. Subscribe to get the free product of the week! One-click unsubscribe later if you don't enjoy the newsletter. Log In with Facebook. Log In I am new here. Remember me. Error: No match for email address or password. Password forgotten? Click here. Advanced Search. DD2 The Sinister Spire 3. Watermarked PDF. Average Rating 1 rating. Delve into the Darkling Depths The waters of a sunless sea meet a pebble-strewn shore, beyond which opens a wide Underdark vista shimmering with pale cave-light.

Titanic columns as big as castles march miles into the misted distance. The wide, steeply sloping base of the nearest colossal column is carved with streets, walls, and elaborate structures, many with gaping, empty windows. A few glimmer with faint illumination. Are you brave enough to explore the spire-city and face the terrors that lurk within? Each encounter contains special tactical information for the Dungeon Master and expanded map features for ease of play.

Maps are not included for all areas. It can easily be run as a standalone adventure as well. It takes place almost entirely in the Underdark, in a plague-ravaged drow city near the shores of the Sullen Sea. The city of Pedestal is a place of chaos, still attempting and largely failing to cope with an aftermath of disease that has broken down even the thin veneer of law and organization that keeps drow cities from tearing themselves apart.

The city is now largely run by gangs and the mysterious undead information broker Es Sarch, who pulls the city's strings. This module is a welcome respite. The adventure ends with a confrontation inside a necromancer's hollowed-out spire, against a tremendously dangerous snakelike abomination that just might have the information the adventurers need. Politics and Plague.

This adventure does several things extremely well. It's rare to have adventures that relay on city politics and information brokers as main plot elements. Add into the mix that the heroes' ally and informant is also undead, and the group of adventurers has some difficult decisions to make in the pursuit of their goal.

The adventure establishes that there are some worse things in the world than undead, and iy also reminds the heroes that not all problems can be solved by violence. But not all.

In addition, navigating the danger of a plague-ridden city makes for some interesting gameplay. The plague and the Plagueburst that caused it are primarily a plot device, but an excellent one; the fear and threat of disease can transform society, even a society of drow.

The PCs must maneuver within this environment in a way that does not open themselves up to the city's many roaming gangs of predators. As non-human gangs of kuo-toa, grimlocks, and duergar battle the cty's drow gangs, the local assassin's guild tries to keep in power in the way that they know best.

Playing these enemy gangs off against one another may end up being a viable tactic for surface-dwellers. Should another outbreak of disease emerge from the Plagueburst, I doubt anyone will be surprised if it's the outsiders who get blamed first.

More Information, Please. Depending on how much you love to build backstory, this adventure will either delight or vex you. Most of the unique and interesting individuals and monsters do not have a fully detailed backstory included in their descriptions; we know what they're like now, but don't necessarily know how they got that way.

For GMs who are interested in developing additional history for the major NPCs, there's also the fun opportunity to ensnare heroes in more plots and power plays within Pedestal than the adventure itself assumes they have time for. A Delightful Change of Scenery. While you may want to change the name of the drow city to something more reminiscent of traditional drow names Erelhei-Cinlu, Menzoberranzan, and so forth , the city of Pedestal is likely to be unique in the adventurers' experience.

A combination of feuding and chaotic factions, illness, and an unusual geographic location makes this a strong and thought-provoking adventure. About the Creators.

ENnie award-winning designer Bruce R. Cordell has recently joined Monte Cook Games. Bruce's most recent novel in the Spinner of Lies series is Sword of the Gods. Please feel free to mail corrections, comments, and additions to kevin.

Customers Who Bought this Title also Purchased. Reviews 1. Please log in to add or reply to comments. It does! And I'm starting it tomorrow :- Not really cool I guess i'll have to make it up because the internet isn't helpfull either, there are no maps I can find. This was the most memorable module my group and I ever experienced.

As DM, I found much of what was said in the review to be true - it's some extra work and thought for the DM, but it pays off with a unique player experience that is so much more than pointless combat or frustrating generic puzzles. The setting is downright oppressive, and the players feel it. As for the review below by Randall, I guess the lethality of the module depends on a combination of player tactics and DM judgment.

My players had some tough scrapes - they became genuinely scared of Pedastal and paranoid of the plague - but they made it through.

Some tips: I ran Es Sarch more or less as described, but I filled in his motivation. He is actually the wizard who unleashed the Plagueburst in an ill-fated attempt to raise his dead drow lover - you'll find her if you play through the module , but he has been severely altered. First, obviously, he's undead. But it's more than that. The magic he wielded split his essence into See more its three components - body, soul, and spirit. Through force of will, he drew his spirit back into his body, though just enough to preserve it in a twisted and apparently undead form.

But his soul is entirely absent, leaving him little more than a robot made of undead flesh. He now has just one desire: survival. That's a tall order in Pedestal, but he has managed it by keeping all the various factions balanced and constantly at each other's throats. That's why he so desperately needs information - it allows him to maintain the city's vicious status quo, ensuring no one strong enough to threaten him emerges.

Without his influence, one of the several factions would have long ago overcome their rivals, walled off the Plagueburst, and returned the city to some kind of order. Only dimly aware of his former self and with no clear plan for the future, he ensures a cycle of perpetual suffering that serves to buy him time.

I also added two NPCs who made excellent tools for plot development. One is the wizard's daughter by the dead drow queen, a young woman named Shade. She serves Es Sarch - though she doesn't know his true nature - as a spy and operator. Performing a mesmerizing and sultry routine inside the Flowstone Inn keeps her loaded with fresh suckers to pry information from.

She featured prominently in some of the action that occurred at the Flowstone Inn and also accompanied a player character on a foray into her father's old home to retrieve an item that helped the PCs get past the killing room at the base of the Sinister Spire.

The second NPC was also a child of the wizard, but a very different one. This child is a bastard half-orc from an earlier time in the wizard's life and much older than Shade. His life on the surface was hard, but he eventually learned forgiveness and joy through one of the gods of good the goddess of life in my homebrew setting and became a cleric.

He traveled to Pedestal to confront his father - and hopefully to forgive him, though he worried he might be able to - but arrived just as the plague was being unleashed. It seemed like the hand of the goddess of life had guided him to where he was most needed, so he established a secret shrine and clinic beneath a pile of ruins in the city's slums.

His role in the game, besides adding to the backstory, was to help the characters with the worst of their injuries or plague! For my purposes, it helped to have him and Shade be recently acquainted with each other and recognizing - but not fully embracing - their shared heritage. As a character, I played him like an old hippie.

Again, despite its complexity and the work it required, I found this to be my favorite module of any I have ever played or run.

Enjoy it. Experienced this series of modules as a player. It was a good setting but severely frustrating in the large numbers of rare or unique monsters with save or die attacks. I can't recommend it because of that.

Player deaths and even party wipeouts are inevitable due a a run of bad luck on saving throws.


The Sinister Spire.pdf

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Adventure - Sinister Spire.pdf - Lski.org

The Sinister Spire is an adventure module for the 3. The Sinister Spire begins where the waters of a sunless sea met a pebble-strewn shore, beyond which opens a wide Underdark vista shimmerling with pale cave-light. Titanic columns as big as castles in a line stretch miles into the misted distance. The player characters must explore the spire-city and face the terrors that lurk within. The Sinister Spire was written by Bruce R. Cordell and Ari Marmell , and was published in June


The Sinister Spire

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DD2 The Sinister Spire


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