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Le Roi pirate: Transitions, T2 (DUNGEONS & DRAGONS) (French Edition)

An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. Tyranny in Phlan by Greg Marks. The Maimed Virulence has come. The future of the Cinnabar Throne and the lives of the denizens of Phlan are in jeopardy.

The Cult of the Dragon rejoices, and the Black Fist is powerless to stop them. How will the factions of the city respond to this threat? Can Phlan be saved this time? Part One of Under Emerald Claws. Raiders of the Twilight Marsh by Robert Adduci. With the dragon marauding over the countryside, the horde is left unguarded. Now is the time to plunder its lair! Pool of Radiance Resurgent by Chris Tulach. Vorgansharax rules Phlan, using the Cult of the Dragon to extend his noxious gaze. But the green dragon seeks far more than control of the beleaguered town — ultimate power is nearly within reach.

Will he reactivate the Pool of Radiance and ascend to greater prominence amongst his kind? Escape from Phlan by Chris Lindsay. Three important citizens of Phlan, who stand against the tyrannical dragon that rules, seek to escape and find refuge across the Moonsea. Long has the name been associated with danger, death, mystery, and treasure. Return once again to that grand dungeon beneath the teeming streets of Waterdeep! On a remote island in the fog-shrouded Moonsea, the ruins of the dwarven stronghold Dhun Malduhr sit alone and forgotten. Lost long ago to some ancient plague, tales of ghost ships and fearsome monsters have kept the site free from prying eyes.

The first group that went in never returned. The cult is determined to retake the castle and claim Tiamat's lost treasure buried in its frozen walls and cloudstuff vaults, but they aren't the only ones. Giants and creatures of the frozen wastes wish to claim that wealth themselves! In Search of the Unknown: Zelligar's Evil by Alzarian Crimson. Thirty two years ago, Zelligar the Unknown and Rogahn the Fearless led a mercenary army into the Maerthwatch Mountains to crush their hated enemies — the barbaric Orgahn Tribes — never to be heard from again.

It is said that a great treasure is hidden somewhere in the depths of their abandoned underground fortress. Do you have what it takes to find it? Svirfneblin, kobolds, shadow dragons, and of course, those damnable drow. Why must it always be drow? It is set in Forgotten Realms, somewhere in the Shining South, but not in a specific place so that it can be used as a random locale, or perhaps just a lair as part of a random encounter, or an adventure between main adventures. The Coveted Gemstone by Ant Gitman. Once the boy finds out that other creatures are coming to take it back home, he comes up with a plan to get help from the party to save his new friend.

A hour adventure for characters level Palace of the Crowned Skill by Bill Volk. A ruined keep overlooks a murky lake in the monster-infested wilderness of the High Moor. Here a daring young merchant prince attempted to carve out a kingdom for himself almost a century ago. It was a doomed endeavor from the start.

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Practically the moment he laid the final stone, his holdfast and subjects alike were overrun by monsters, never to be heard from again. Since then the ruin has stood untouched. Now the player characters return to this ill-fated hall in search of wealth, knowledge, and the mortal remains or its first and only king. The Tournament at Scornubel by Bill Volk.

In this combination of a mystery adventure and downtime event for characters of 1stth level, PCs can compete in seven different competitions and win seven unique magic items. Includes an appendix of magic items, 14 original illustrations, and an original map. The rules of the events can be applied to jousts, melees, archery contests, spellcasting duels, horse races, eating contests, and duels of poetry in any campaign.

This adventure brings the players into a small town where a lower class half-orc is being tried for the "Murder and Defilement" of the daughter of an upper class human paladin. This story is about that NPC that was killed by the player group's actions and helping that poor soul move on.

This story gives more meaning to all the actions the players take. Killing has consequences if you see them or not. This time you will see the consequences. In fact, I am going to rub your nose in it! The Boatman's Dog serves the finest cuisine. Much finer than an establishment of it's stature should be serving. At "The Dog" the fire is always crackling and the ale is always cold, but guests go missing, and no one is sure where the charismatic halfling proprietor Angus Thickheel is getting his meat.

A Lesson in Scripture by Bruce Paris. The elves of Neverwinter Wood, and their Feywild cousins, have long sought the legendary Xanfael Scripture. Such a discovery might mean that a lasting peace could be brokered between the mortal world and the land of faerie. Yet there are many who do not want peace, and this leads an elven commander to secretly seek another way to acquire the document without drawing attention. She is looking for adventurers who are prepared to risk all and deny everything if they get caught.

Know anybody like that? The Desert Vault by Bruno The adventurers are asked to search for a local temple official who has not returned after leaving to search for a hidden treasure vault. On their way, they are attacked by some Kobolds and chase the fleeing monsters to the hidden entrance. The adventurers explore the ruins and discover what has become of the missing temple official. This module is compartively light on combat but high on suspense and paranoia fuel. Mystery at Loudwater by Carlos Vazquez. Loudwater is a small city, located on the confluence of the Delimbiyr and Greyflow rivers.

It has seen better days, and even though the population has greatly dwindled, traces of its former splendor remain. But lately, caravans have been banishing without a trace, and people are getting nervous. Trouble on the Coast Way by Chris Jannsens. This is a short, hour adventure for 2nd level characters. NPCs are detailed and given with obvious role-play opportunities. The Food Fight by Daniel Sweatman. In the town of Waterdeep, a small Halfling hurriedly tacks up the last of his posters. Hoping the next group of adventurers can fix his problem, he walks back to his office.

Droop's Dilemma by Dave Cecil. Droop has been living the dream by goblin standards ever since he came to live in the rebuilt Cragmaw Castle. That is until recently. Lately Droop has been plagued by attempted break-ins and is beginning to think that he should just move away. He is unsure of what the villains are after, but has gathered a few clues and is desperately searching for a group of brave adventurers to help him solve this mystery. Why are they attacking his home? What do they want? And more importantly, how can they be stopped. Journey on the Long Road by Dave Zajac.

With winter fast approaching, the dwarves of Citadel Hoarfrost make their way back to their mountain home, ending their trading season. On the Long Road, one such party of young dwarves makes the return journey from Damara through the Giantspire Mountains, but the late season weather threatens to grind their progress to a halt. Will they reach Citadel Hoarfrost before the winter snow flies, or will other matters keep them from their home?

Journey to the Buried Vale by Dave Zajac. With the snows of winter receding, the scouts of Citadel Hoarfrost have spotted an unexplored cave nearby in the Buried Vale. As their first assignment, a group of young dwarven adventurers has been selected to journey to the vale and delve the recent discovery. But is their assignment all that it seems, and what dangers await them in the Buried Vale?

Journey to the Summer City by Dave Zajac. The cool days of spring have given way to the warmth of summer, bringing the dwarves of Citadel Hoarfrost forth from their mountain home to buy and sell goods throughout the surrounding lands. On the Cold Road, once such party of young dwarves makes their way toward the summer city of Bildoobaris with a wagon of glacial mead for trade.

It is a simple enough task, but sometimes it's the simple tasks that cause the most problems. Can you explore the city on behalf of the dwarves, or will you too become part of its buried history? A Bit of Blood by Devin Cutler. The wizard Curinax needs a few drops of fey blood for crafting a wand. But what seems to be a simple task turns into a tale of love, devotion, and some remarkably pesky foes. A single session adventure for four to five 1st level PCs set in a generic fantasy setting.

A Taste of Honey by Devin Cutler. The party has been hired to retrieve some honey from the some bees. Too bad these bees are monstrously large! The Ring of Truth by Devin Cutler. All the PCs did was help a dwarf recover his magic ring. So how did they end up in the middle of a tragic love triangle? The Tower of Tharikthiril by Devin Cutler. The evil wizard Tharikthiril was defeated by the dwarves years ago.

But why then are the groundlings becoming numerous around his ruined tower? And what are those strange lights seen in the distance coming from the direction of his tower? Has the wizard somehow cheated death and risen again?

neverwinter le roi pirate

When There's Smoke by Devin Cutler. The trade coster Commus is up to something big, and its rivals want to know what it is. The PCs must investigate the situation before things get too hot to handle. Your people have been living under threat from the ruthless, merciless beings, calling themselves "Adventurers" for longer then anyone can remember. They have waged a ceaseless campaign of persecution and conquest across the land.

Yours and other tribes have been pushed back time and time again. Now several tribes of differing races have banded together, to settle in the low hills of the Grimm Iron Peaks mountain range, forming the town of Outkast. It's not much, but it's home, the last bastion for your people, and your last best chance to push back the terrible "Adventurers" and their kind.

You have joined one of the many war bands, sent out to protect your town so that your children may someday know what it is to live in safety. Your war band, while patroling the Gorehorn valley, has just slain a small group of "Adventurers", though the cost was high. Of the dozen in your band, only a few remain. And as you pick over the bodies for useful equipment and food, you discover a hand drawn map of one of the valleys below your town.

Along the river Ice Blood, you see a crudely drawn camp of some sort. This moment is your worst fear, the dreaded "Adventurers" no longer content with the lands they have already stolen, seek to expand again. Your war band must push them back, but doing so will certainly be… a Most Dangerous Endeavor…. The fabled mines of Dhol Kuldhir once showered the Dalelands, Cormyr and points beyond with precious gems and expertly crafted jewels. Operating from a hidden complex in the Thunder Peaks, their exquisite craftsmanship was said to rival that of even Thunderholme.

Remember the Fallen by Eduardo Cavalcanti. Many dream of becoming heroes and adventurers. But more often than not, these dreams end in disaster. In Undermountain there are no winners or losers, only survivors and the dead. Troll Trouble by Gary Whicker. Desperately needed supplies have failed to arrive at the suffering frontier settlement of Ravendale. Rumors are flying that the supply wagon must have fallen afoul of the legendary troll of Stonebottom bridge.

The townsfolk are in desperate need of heroes to reclaim their supplies or the town won't survive the encroaching winter! The Golden Bones of Lightwatch Tower is a 5e stand-alone adventure for characters of level It provides multiple story hooks to integrate into a larger story, or serve as a springboard into a longer campaign! When the black dragon Thraegalas discovers adventurers who try to sneak into his lair, he attacks furiously.

Only the half-elf Dorrundar escapes the dragon's wrath. He steals an obsidian spider inlaid with gems from Thraegalas' hoard and runs into a dark tunnel. Elthar knows the statuette will change hands in an inn called 'the Trencherman'. Instead he ends up drawing his friend and a hapless party into a den of intrigue involving a shadowy organization. Goblin Slavemaster by Jesse Popovich. The Winding Forest by Jesse Popovich. Underdark Side Treks by Jim Sharkey. This is Underdark Sidetreks, an offering of three side-treks for your Out of the Abyss or any Underdark campaign. Falling off the Dragon by John Saye.

Kobold and the Beautiful by John Saye. Show me the way to go Gnome by John Saye. The Reaching Woods by Jon Gilliam. Control a powerful stone statue like a mech!


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Meet a Sylvan god! Cavort with Saytrs, hang with the Hybsil, and spar with Centaurs! Fight off hoards of invading goblins and cultists using the Unearthed Arcana mass combat rules! This adventure module is meant to help the DM with providing content to their players. This adventure is intended to run in the Forgotten Realms setting, but it can be compatible with any campaign setting, published module, or homebrew adventure. The Lost Tales of Phandalin: Glasstaff's Revenge by Josh Owens.

This is a side adventure for a party that is currently playing or has completed the starter box. The starter box does not mention what becomes of Glasstaff. In this adventure, he is out there plotting his revenge against those that disrupted his control of Phandalin. This module gives the characters a few defense building mechanics to prepare for a larger scale invasion of Phandalin. Journey into the Realms by Joshua Raynack. Elfhunt by Jussi Svendon. In the Jungles of Chult lies Camp Highmore, a trading place in the heart of the wilderness. Here the fittest rule, but an elf has recently tipped the scale of power by stealing secret military information.

A group of adventurers are hired to track her down and bring her back to Camp Highmore. Valentine Love Adventure by Jussi Svenson. With this adventure you introduce both dungeons and dragons in the form of a love adventure where the party is sent to a cave ruled by the goblin Valentine to rescue a captured fairy dragon.

This adventure also contains valentine specials, sections to help you make valentine more memorable. Identity Crisis by Kalea Wolff. In the City of Calimport, nothing is ever as it seems. A Mad Wizard's Convention returns as is yearly tradition. Coinciding with the Mad Wizard's Convention are elections for the 16 wards of Calimport.

Southcrypt Falls by Keith Stonefield. This is the second module in a series that follows up on furthering the adventure from the starter set Lost Mines of Phandelver. This module contains two mini locations fit for exploration and brings characters further towards the climax brewing in the Sword Mountains.

The first is a rescue mission of a noble from Waterdeep who has been captured while on adventure. The other is the threat from a chimera and her kobold horde. This is a stand alone adventure that can be easily modified to change location in order to suit your campaign. It also includes a few new monsters modified from previous editions, including the attack drake and kobold wyrmpriest.

Southcrypt Pass by Keith Stonefield. This is followed by investigating and securing the mountain pass across the Sword Mountains into the Kryptgarden Forest. Finding the pass is the easy part, securing it is another matter. The Dread Tailor by Kerry Jordan. A new threat preys on the local trade road. Rumored to have ties to the legendary undead wizards, Vecna and Acererak, Geoff the Dread Tailor has awakened to garner his revenge on the living.

Monster in a Swamp by Kevin Melka. A gypsy lord has asked you travel along a river into an unexplored swamp in search of the monster that killed his wife, and the reward is more gold than you've ever seen before! Are you brave enough to accept this challenge? An elven prince has asked you to venture to a volcanic island far out in the Trackless Sea to retrieve relics stolen centuries ago. The reward is considerable, but are you brave enough?

Travel to small town in the throes of a mystery — precious things are turning up stolen, rumors of monsters abound, and ne'er-do-wells have recently shown up in the village. The PCs must travel to the town to find a valuable gem, and along the way meet the eccentric residents of the small town while they unravel the mystery of the thefts and the supposed hidden treasure in the town.

Temple of the Nightbringers by M. A tribe of goblins are raiding travelers on the Long Road, and our heroes decide to help. After a dangerous overland journey, they enter a mysterious abandoned temple where they encounter terrifying monsters, deadly traps, dark magic and a shocking secret. Will they survive the Temple of the Nightbringers?

Terror at Triboar by M. A nameless horror stalks the lands around Triboar. Livestock are slaughtered in the night, children are snatched from their homes, and terror has gripped the hearts of the people. Shadows on the Long Road by M.

Wizards of the Coast

Travellers are going missing on the Long Road, on the mile stretch between Triboar and Longsaddle. Our heroes investigate and discover a haunted mansion with a dark history and a gruesome secret. Their quest brings them to the very gates of hell itself, where an infernal abomination presents them with their greatest challenge yet…. The Phantom Galleon by Mark Breckon. Red Halls by Marty Rawls. Included in this inagural volume are five encounters to use within your existing campaign or else to link and form the basis of a campaign. Level agnostic, you can use with almost any adventure to add depth and flavor to your world.

Oasis of the Ants by Michael Grapperhaus. Can the adventurers dig into the problem and exterminate the threat? Uniquely, at the end of the adventure the location itself becomes the reward, along with any new allies the characters have made along the way and any treasure they find. The Long Night by Michael Rees. The adventurers become involved in the annual holiday of Midsummer in the small village of Wood Haven.

As part of the celebrations unwed maidens are 'hunted' in the woods by their suitors but this year there is an uninvited guest. Seeking the Bored by Michael Robbins. Battle for the Undercity by Monica Valentinelli. Battle for the Undercity takes place underground in a section of a major city. The party will navigate sewers, worked tunnels, forgotten crypts, and freshly dug passageways to fend off adversaries in order to rescue hostages and return them safely to the surface unharmed.

Can your party emerge victorious and save the day? Talisman of the Dark Sorrow by Outpost Owlbear. Encounter in the Hills by P. Sightings of Orcs in the hills surrounding a frontier town has prompted the town master to offer a large bounty for anyone willing to bring back proof of an orc kill. Several bounty hunters have made the journey in an effort to collect, yet so far none have returned from their hunts to claim their prize.

Could it be the rumors of Orcs are false and these hunters have simply gone on to the next bounty? Or could the threat lurking in the hills be greater than even the town master suspects? Enter the shadowfell intro by patrick mcgovern. Here is the intro for the Enter the Shadowfell saga. Note never got a chance to test product. Gold Rushed by Randal Gallagher. The mayor of Middle Yaxley is far more familiar with goblins than anyone in a sleepy farming village should be. There is an ancient dwarf stronghold somewhere up the valley and while the gold that made them rich is now gone, the flow of freebooters looking for it has not.

The mayor however knows that there is only one sure way of making money out of a gold rush…. Small Favors Part I: Technical Difficulties by Richie Root. When the actors, singers and strongmen of J. Little does the party know that this seemingly random occurrence will lead them into a plot larger than they could imagine, into a long-lost land where they will sort through through an ages-old feud to protect the future of an entire race. Cursed in Barovia by Sam Pearson.

An expedition from Neverwinter takes a deadly turn when the Mists of Ravenloft ensnare the adventurers! Now trapped, the heroes must undo a change to the fabric of the demiplane itself… and hope their allies can do the same. If any fail, than all will be forever imprisoned in Barovia! Expedition to Woodcrest Tower by Scott Satkin. The town of Woodcrest is under attack! The disparate bands of monsters in the area have united and are threatening the peaceful logging village.

Now it's up to a band of brave adventurers to confront the threat and discover the menace behind it. An empty town, and missing children. Is something lurking in the local river, or is their witchcraft to be found in these parts? Ever since the end of the Goblin War the place has been host to countless orcs, disrupting the flow of trade between Suzail and Arabel. That changed when adventurers claimed an abandoned keep within the forest and ensured safe passage for travelers skirting the woods.

When rumors that the keep stands abandoned once more, a call for adventurers was sent, and you answered…. Each encounter includes tactical guidelines and scaling suggestions to adapt to the specifics of your party and challenge them to their limits. The Hag's Hut by Tanner Johnston. The Stones of Gilramore by Tanner Johnston. The party is travelling through a dark and lonely forest. Thunderheads loom in the sky and the road is lined with tombstones. As the storm closes in the party steps into a desolate graveyard and sees a woman made of wisps of blue smoke standing in their path….

Supreme Challenge by Teos Abadia. Each year the Emperor holds a competition to select a new Adamantine Chef. When a challenger emerges from outside Kara-Tur, the current Adamantine Chef aims to win before the first dish is served. The challenger turns to heroes in this desperate hour! In the Eye of the Goddess by Thomas Huff.

The village of Asmire has hired you to find the trident of Blibdoolpoolp, the Blibdoolblop. With this trident, the people of Asmire believe it will have the power to stop the raids from the Pirates of Far North. However, danger is present when Blibdoolpoolp is involved. A Dangerous Game by Thomas Huff. You do not need to play Dungeon Module TH1 to play this but it would make more sense overall. This module ends with the players going back to a location from Dungeon Module TH1.

Are your player's moving out of Velkenvelve? Enjoying a stroll along the shores of the Darklake? On a day trip from Gracklstugh to Neverlight Grove? Then Journey Through the Center of the Underdark is for you. The Passage of Doom by Tony Petrecca. Cottage on the Long Road by Travis Legge. While traveling along the Long Road, just northeast of Waterdeep, the characters stop at a roadside inn. As they prepare to rest for the night, the party encounters a Tiefling shepherd who claims she is being harassed by the local farmers.

Is this woman a target of bullying and prejudice, or is there something more sinister afoot at The Cottage on the Long Road? Under the Barrow by VampireCabbage. After the party have made camp with the caravan one night, one of the other travelers, Green Isma, wanders away from the caravan and is subsequently abducted. The Vault of Iptiz by William Buchanan. There is the well-known regional legend of Iptiz, a spirit naga whose greed was remarkable even among its own kind. Murderous raids and relentless pillaging yielded a hoard so valuable that the creature needed some place to store and protect it.

Thus was the Vault conceived — an underground complex custom built to destroy anyone who is not its creator. Centuries ago, Iptiz's campaign of terror suddenly ended without precursor or cause. The location of the Vault was never discovered. Will our heroes be able to overcome a band of transmuted assassins on the hunt for a mutton dinner and fend off an extremely bitter ex-apprentice packing a dangerously unstable magic item?

The Wolves of Welton by Winghorn Press. Towers of Night by Don Knight. The players are employed by the Loch Brech Campsite leaders to solve a small problem. They are told to enter the Battleplain in search of the problem. Once they find the source of the problem, they are to put a stop to it and return to the camp with word of their victory. This dungeon crawl for characters level introduces players and dungeon masters to a variety of iconic sea creatures, traps, and devious villains. It runs about hours and can be completed in a single session.

What Lurks Within by Martin Mckenzie. The player characters uncover the mysteries of the disappearances in Eichen and in doing so they destroy a small cult of Grlarshh and kill the foul beast that is the cause of the murders. In the steaming jungles of the east, the Feathered City rises like a jewel from the lush forests. An important stop on many aerial trade routes, the skies above the city are filled with griffons, rocs, and airships from the far corners of the world.

But your adventure takes you to the very belly of this exotic city. Forced into the service of a night hag, you must help her find and eliminate her enemy — a demon with no name, that rules from the shadows. The Quick and the Dead by S. The players are staying in Kenby, a small town in Kelerak.

Because they have some small reputation, they will be asked by the sheriff of Kenby to investigate a disturbance plaguing the town. To do so, they must fight the undead Orian. The scenario takes place in the World of Farland www. It is the source of a river that never dries, even in times of drought. Strange Shelter by The World of Farland. The heroes are in the middle of a long journey, passing through a semi-wilderness area. The area was controlled by goblinoids until recently, and some are said still to prowl the area.

A druid with a talent for flawed transformations threatens the region. Can you face him in his lair? This episode is placed in the kingdom of Kelerak in Farland. The plot involves the heroes being asked by the crooked mayor of Titan to fend off some Wyvern attacks; he suspects a villager is masterminding the attacks.

In reality, the mayor is the mastermind, in cohorts with an evil Orcish shaman, and he is trying to gain legal and actual control over an abandoned copper mine. What if you could call lightning from the sky, twist the air to restrain your foes, or even take on the essence of earth to become a mighty stone giant? If you could do all that, you would probably stand a chance against the pair of cloud giants threatening to destroy your home. Inspired by Storm King's Thunder, The Giant Runesmith is a self-contained encounter for a party of four to six 5th level characters, with Plot Hooks and Scaling suggestions to make it easy to use in your home game.

Dungeon Masters rejoice and players beware! If you ever wanted The Book of Challenges updated to 5th edition, you've come to the right place. The Total Party Kill Handbook will help you take your game to the next level of challenge and fun with 25 encounters, built for groups from level 1 to level 20, all designed to be dropped right into your existing campaign with minimal prep. Every encounter can be scaled up or down to fit groups that are several levels higher or lower, and the tactics scaling sections let you make the monsters smarter or dumber to further tweak the difficulty to match your party.

With an index that organizes encounters by level, where they take place, and which monsters appear in them, you can find the next challenge for your group in seconds. It can be used in conjunction with Curse of Strahd, either as an introduction to Barovia or adapted as a side quest, as part of the original expanded Ravenloft setting, or it can be used as a stand-alone horror adventure-setting. But the Beast is no arbitrary killer. The sea is home to a dangerous foe. An attack by undead pirates will need to be repelled and a secret plot is to be uncovered in this short sea adventure.

Many names of places will be generic in order to fit into any campaign or scenario. This module would be great for a one shot session or a side quest, and a great way to start learning 5th edition rules. If there's any interest and support then I'll make other adventures for you to enjoy. NPC and monster playing cards are also available. No map is necessary. Heavy mists have plagued the area around Phlan for weeks, even after the reported death ofVorgansharax, the Maimed Virulence.

People have been disappearing in those deadly fogs, andnow dead bodies are turning up. When a Thayan research expedition returns from the Glacier of the White Wyrm with only two survivors that are reduced to whispering about an ancient pyramid under the ice, perhaps it is time to discover just what scares the life out of a nation of necromancers. Along with all of the cargo, the Dark seized six passengers for ransom. Little did they know that one of the passengers was a Harper agent.

A rescue taking the party deep into the Cormanthor forest is now needed. Line of Fire by Alex Welk. The music box saga: The Red by allen biddle. Lairs of Despair by Andrea Back. It's their base after all… they might have some advantages, they know the battlefield better than us…" said Milva the rogue as she climbed towards the crevice in the stone that led to the goblin's cave.

These could very well be the last words of the unfortunate adventurers that underestimate one of the encounters you'll find in this product. This will be the final encounter, the culmination of the whole quest. Get ready, or die. In this document you'll find 8 original "boss encounters", designed to be played at the end of a dungeon, of a quest or of a story arc; each encounter comes complete with hand-drawn maps, balancing options to make it even tougher or easier, and of course… you guessed it, Lair Actions!

New Lair Actions, especially tailored for the encounter, ready to take your players by surprise. Darkness before Dawn by Andrew G. The dwarven city of Valhaspar is under siege by an army of demons. Race against the coming dawn to confront the demonic general and attempt to close the gate, or assist the dwarves with a desperate ritual, deal with a dragon, and sink the demon army into the depths of the earth.

A 3-hour adventure for characters 12th level and higher that can be run as a stand-alone or in conjunction with material from Out of the Abyss. Men and women walk the streets of Stonefoot, but the laughter of playing children is nowhere to be heard. Over the past year, the village's children have gone missing in the middle of the night. Who will uncover the mystery of these disapearances and stop the curse before it leaves Stonefoot without a future? This three hour adventure is written for 3rd-4th level characters and can fit into any setting during a long stretch of travel.

Includes two new creatures and character illustrations as well as a fully colored map. My First Adventure by Anthony L. Are you a new DM? If so, then this adventure is for you. Join Captain Moonlight and her crew aboard the Dawn Chaser for swashbuckling adventures on the high seas. You'll fight pirates, tangle with storms, explore a ship wreck and confront an ancient power on a lost island! This easy-to-run adventure is designed for 3rd-4th level characters, and can be completed in hours of play.

Crucible of Heroes by Anthony Tasselli. This adventure, the Crucible of Heroes, is designed for a party of four level 12 players. The challenges that the players will face were calibrated and play tested for this quantity and level specifically. That said, Crucible of Heroes is still rather challenging and is recommended for experienced players. Crucible of Heroes is essentially a short dungeon crawl type of adventure.

However, hidden under the gameplay is a complex and sophisticated storyline. As the players progress through it, they will discover clues, giving them many chances to piece together the plot. In fact, the adventure can be just as easily completed without doing so. If the players are not interested, they will be able to ignore the story elements and play the game as a basic dungeon crawl. But for players who ARE interested, the storyline is waiting to be uncovered. Additionally, Crucible of Heroes is designed to be as friendly as possible to different styles of gameplay.

For example, brutality and cleverness will both be rewarded in equal measure. The goal is to encourage all styles of gameplay instead of forcing players to play a certain way or limit the solutions that they can come up with. Crucible of Heroes will allow players to approach situations is multiple ways, giving them chances to use a variety of their skills and powers in order to achieve goals.

This makes many unique character builds viable for success. Appetite for Destruction by Armand Charpentier. Will the adventurers allow things to get ugly? Or will they step up and protect the common folk from this band? Deadly for a party of four th level characters. Hard for for a party of four 8th — 9th level characters. Medium for a party of four 10thth level characters. Aside from the possibility of egos, no 80's metal bands were harmed during the creation. My other homebrewed creations can be found at the following: Since the rebirth of Hulburg, the strong have preyed upon the weak, with only limited protection offered by the law.

Violence is on the on the rise, even more than expected. The heat is rising. But greed does not appear to be the flame behind it. The Fool's Keep by Barbarossa. Can the adventurers solve the mystery? It's not ordinary whistling, and it isn't the wind. They never stay long.

In a twist on the "locked room mystery" the players can't stay in the room long enough to investigate. Includes suggestions for increasing difficulty for higher level parties. Trader Pass by Ben Haker. A generic mini-campaign that will take the characters from the start of their career as the defenders of their home town of Trader Pass against and Orcish onslaught through the fallen dwarven city of Ragadani and the Shorlan mountain range to the city of Narion.

A Deal with Nadir by Ben Hakir. While performing what should be a simple task on behalf of some village elders, the adventurers encounter a powerful Vampire. The Vampire wants to strike a deal with the village elders. Will the Heroes be the brokers of such a deal or find a way to rid the village of the Undead menace? It takes place in the village of Womford Forgotten Realms during the fall but you can easily adapt the adventure to any farming hamlet.

An ancient evil lurks in the shadows of Womford. While everybody is getting ready for the annual pie contest, a vile creature is carefully preparing its next move. Will your PCs stop it before it's too late? Duty's Edge by Bent Sinister Games. The adventure is set in the northern region of Bal-Ghul, a vast land dominated by dragonborn.

This adventure contains descriptions of any magic items and creatures that appear. The Dragonborn of Bal-Ghul are divided among many clans, and the Order of the Stoneguard is sworn to uphold the laws and ways that unify them. If victorious, the hero will uncover the machinations of ancient enemies, and perhaps find a way to thwart their foul designs.

This information is vital to the success of your plans. Magnis Ergmore is the man who knows the information and he was last seen heading to the Lost City of Imodec, a closed city that sits on top of a plateau deep in the snow covered mountains. This is a three part adventure designed so each part can be played in a single session. It has been written for players between levels 5 and 7. It has no dependencies on any particular world or setting so it can be easily inserted into any existing campaign.

Mordenkainen's Mediocre Mansion by Bret Appleby.

best Jdr - Pirate images on Pinterest in | Character art, Drawings and Character Design

A short adventure designed to be run in a single night for characters between level 1 and level 3. The adventure includes graded encounters to cater for different group sizes and levels as well as summary creature blocks to aid the dungeon master. The Druid's Cave by Bret Appleby.

A local druid has looked into the face of madness, and now instead of protecting the forest he is corrupting it. Can you find him and save the forest and the cute furry creatures that live there? Dare you brave the unknown to gain the treasure? A short adventure designed to be run in a single night for characters between level 3 and level 5. The Reckoning by Brian Hancock. There is enough material for approximately 15 full days of gaming with any gaming group. The adventure contains pre-generated player characters PCs in modifiable pdf files, complete character backgrounds Appendix B , and is playable with relatively little preparation on the part of the Dungeon Master DM and players.

While designed as an evil campaign with all Drow protagonists, the only overtly evil act that the PCs are required to commit is an attack on an Elven village at the climax. Appendix C presents an alternative storyline which is suitable for good aligned adventurers. Many of the encounters herein i. Tengrave's Folly by Broken Knives. One week ago they attacked one of his supply caravans.

The town has reason to suspect they goblins are under new leadership and have holed themselves up in the old deserted fort near the edge of the southern woods. What happens when you mix goblins and fireworks? Pretty much what you expect. In this encounter for 3rd level characters, six goblins attempt to ransack a fireworks warehouse on Helmsnight. The little town of Stawford is about to experience a grand display of light that no one expected. Goblindependence Day is a tongue-in-cheek adventure celebrating July 4th here in the US, but you other countries feel free to enjoy as well.

We hope you have a blast! Every so often, a strange comet passes over Toril. Sages have tried to predict when and where it will pass. All around the sleepy town of Stawford lies rich farmland. The area near the foothills is especially fertile. Well, was especially fertile. First the Sundering, and now frequent earthquakes have left the region in disarray. At the dead center of the chaos is the Therayle farmstead. The farm, which has been in the family for generations, was the best producing in the region. It now faces ruin. Hugh Therayle, the current owner, is at wit's end trying to reestablish even a modicum of control over the disrupted land.

But, when Hugh saw the ancient doorway jutting up from the middle of the field where his corn used to be, he knew that this wasn't the type of problem a plow could solve. Gregorio is a traveling merchant, with a "magnificent" menagerie and a dark secret. Gregorio's Traveling Emporium and Menagerie is a short encounter hopefully no more than minutes for second level characters set in Ravenloft, Forgotten Realms or your homebrew campaign.

Just Add Water by Bruno Just Add Water is a sewer-based dungeon crawl that can be easily inserted intoany adventure. All you need is a location with a sewer system and a reason for the party toexplore it. It includes a story hook, treasure, and encounters; but anything can be customized to fit your party or scenario. Ruin of the Lamia by Carl Andersson. The Caverns of Glass by Carlos Montoya. The adventure is brief and intended for experienced DMs to use within their existing campaigns as a side trek or specific, short adventure so has been written in an open style to allow for easy adaptation.

You will need access to the Dungeon Master's Guide and Monster Manual to run this adventure as written. Lost in the mists of the Dark Mirage, the players must deal with a trio of witches that dwell in this strange place in order to escape. Sisters of the Dark Mirage can be completed in a single session, making it a great standalone, one-shot adventure, or it can be included in any longer running campaign as a stop along the way. It shines most as a set encounter during your Out of the Abyss campaign, as your players travel the Dark Lake, and its themes fit the style of Ravenloft well, but it can be easily inserted into any campaign, and is easily adapted to other locales like an eerie swamp.

The adventure is designed for player characters of third level, but includes notes on modifying encounters for more or less powerful parties. Looking for more of my work? My products are consistently rated with 5 stars, so I don't blame you! Here are some of them: The Adult Green Dragon Valturnax has attacked the nearby village of Hartsvale, threatening to destroy them completely if they do not submit to his rule by nightfall.

This adventure is meant to be quite challenging. Enemies know the adventurers are coming and have had time to prepare, and they do so intelligently.

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This adventure draws some inspiration from Tucker's kobolds. The Wheelhouse Prison by Chris Bissette. For years the Wheelhouse was nothing more than a simple mill. The same family owned it for generations, passing it down father-to-son over and over again. Around sixty years ago the owners of the mill fell in to debt. Despite their best efforts, when the time came to pay up they could not. Their lands and property were seized, they were incarcerated, and the Wheelhouse was left to languish.

A few years later the local Lord expressed dismay at having to walk past the town jail so often. Hearing the cries of those inside, having to endure seeing such wretched people being transported through the town in chains, it was vulgar and not befitting of the nice, quiet town he held domain over. He spoke of a desire to build a new prison, somewhere outside of town where those who had broken the law could be sent and forgotten about. Eventually he was reminded that the old Wheelhouse building belonged to him, and he began to convert it to its current use. Nobody gets in without permission.

Nobody gets out at all. Treat or Trick by Chris Ramsley. Baby's Breath by Chris Stenger. This scenario explores the implications of Souls and Shells in Barovia, winding down the depraved path of two tragic and dangerous Souls. Add them to any tavern in your campaign, and watch the not-at-all hilarious hijinks ensue. The Temple of the Nine Stars is renowned throughout the entire region as a haven for any faith, any god, or any religion. The frontier is home to so many that cannot find solace in their faith, so far from home. However, there is something sinister at play in this beloved temple at Derlusk.

It seems someone brought a host of demonic creatures into the region because of the clerics here. Whatever they are hiding, it is bigger than only a host of hellspawn. Unless the squabbling guilds of Derlusk come together to confront this threat, the Border Kingdoms will confront the rising of the Nine Hells at their doorstep. Harbingers of the Nine Hells is the third chapter in Christopher Grey's Border Kingdoms Fallen, however it can also be run stand-alone or as a one-off.

The stone walls are thin. Shall they keep death out, shall they keep death in? A four-hour adventure for 1st-2nd level characters, taking place in the Border Kingdoms of Forgotten Realms. The rangers that staff this stronghold have never seen battle. And given its relative safety from potential threats, they never should. But all of that will change as an unexpected horde of infernal creatures take siege and attempt to take the stronghold for themselves. Also, since you are spending so many Coins to use a Dungeon for an hour, your stamina won't replenish that much in that time, so many players will use Magic Stones multiple times to make the most of coin dungeons.

Cast from Hit Points: See HP to 1. Archdemon Astaroth is always depicted with her demonic doll, Cauchemar Cauchemar, in his "Chivalric Demon Prince" form, has an Astaroth doll. Beelzebub has a Fly -tercycle. Players can lower the cooldown of a monsters skills by feeding it other monsters with the same skill. Or, if you've completed some Challenge or Alt Dungeons formerly found under Coin Dungeons, now available in Multiplayer Mode , feeding them "skill-up monsters" for a guaranteed skill up. Monsters might also have awakenings that decrease the cooldown of a skill upon entering a dungeon Unless you're attempting Wadatsumi's or Kaguya-hime's dungeon or any other dungeon that nullifies any awoken skill, in which you're stuck with the set cooldowns for your monsters.

And to balance this out, several new monsters mostly from the Final Fantasy collaboration and new ultimate evolutions have skills that when activated reduce the cooldown for every other monster in the party. And to balance this out even further, one Latent Awakening is the ability to resist increasing skill cooldowns.

Awoken Orochi and especially Scheat have pitiful attack, but both have 4 and 5 Two Prong Attack awakenings, respectively, meaning that matching 4 orbs will give them, respectively, a 5. Occasionally there are collaboration events with other franchises, sometimes other video games, and other times popular anime and even American comics. As of July , Puzzle And Dragons has had collaborations with: Arkham Origins and Batman: Various gods such as Green Odin and the once game breaking Lucifer will easily help see you through many mid-to-late dungeons.

Deal with the Devil: A few monsters have leader abilities that are valuable but come at a great cost. Having double of the following example leaders are not recommended: Gaia also gives 3. And then there's Satan , who has a leader skill that's great for Devil teams. He also has three dark row enhance awakenings. That same attack will turn your whole board into dark orbs, taking full advantage of his three Dark Row Awakenings. However, the same active skill also has HP to 1 properties. That doesn't prevent users from putting in a fully awoken "Fertility Deity, Evil Ceres" in the team as an insurance policy.

In addition, she has a full recovery active skill. Then he gets a Reincarnation Evo in Satan Void. In the enemies' case, if you get their HP below a certain point, they will cast a debuff before using one of these moves. In most cases, these attacks will likely KO your team unless you manage to guard it. Except for Awoken Machine Hera. Some of the gods who are known to have multiple avatars or forms often have those forms as different monsters.

As well as Vishnu and Krishna who is the former's reincarnation. Invoked in the game with the Qiao sisters: Hard to use, hard to master, and require powerful teammates to be effective, but they're the most effective dungeon breakers. Hell Deity Jackal Anubis is worth a special mention: Stick deserve mention because he plays similarly to the Anubis cards. Truly a satisfying way to send your enemies straight into hell.

And then he gets a Reincarnation, which boosts his max multipler to x ATK. Himura Kenshin comes with a leader skill that triples ATK for each fire or light cross you create, and doubles ATK when getting both fire and light matches.

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The trick, of course, is that crosses are not an easy shape to make in most cases. Getting enough fire and light orbs is also difficult, unless you have Terra. Even the FF Collab Moogle, a card with the lowest attack in the game that isn't an evolution material , can hit PAD's damage cap at 2,,, damage.

That's not a mathematical mistake. That's a two million ATK multiplier and two billion damage. Make it a 7x6 board, and the multiplier goes up to a staggering 3,, Did we forget to mention that her ability not only gives you a board of Fire, Dark, and Heal orbs, but gives you 3 combos for free? Even unevolved, Planar is still pretty powerful; her "Anamnesis Norn" form gives you 3.

Pair her with a monster whose skill grants even more damage resist such as Reincarnated Kushinadahime or Yuna , and you're pretty much invincible as long as you can pull off the combos. Collab Magazine, a card in the Weekly Shonen Magazine collab, is an extremely rare Dungeon drop, and needs the 5 Manga Volume skill-up cards to evolve from the "White Book".

For regular dungeons, "King of the Underworld" can easily kill you if you don't have strong enough monsters, especially for the boss. For technical dungeons, the second conditional dungeon, "Tower of the Windy Woods", had a significant spike because you will need to have all six monsters have Wood as a main Attribute with some other attribute as its secondary. All of the dungeons in those series of conditionals won't have that colored orb appearing on the game boards unless you have skills designed to generate these orbs.

And, if you're not lucky, you'll be dealing with Elite Mooks NOT Divine masks, in this case whose defense is so insanely high compared to the damage that you can deliver. A subsequent update in Japan made it so that, for these conditional dungeons, sub-Attribute and sub-Type also count towards the requirements. This is no longer the case as of version 8. For descended dungeons, "Hera Descended" was considered this because this is the easiest of all descended dungeons until it became permanently available.

Her permanent dungeon, "Divine Queen's Sleepless Castle", is still a good benchmark for determining if you're strong enough to challenge Descended dungeons. It tells you something when "Divine Queen" is the lowest level in the first "Descended Challenge" and her exclusive "Hera Challenge". On the "Challenge Dungeons", while levels are a cakewalk, level 4 starts hitting you hard with late bloomer dragons and they don't let up from there, especially when they have hard-to-kill, hard-hitting skill-up "-py" monsters on level 5.

Since you get a free monster drop from the Rare Egg Machine after the tutorial, the monster that you get can be this. In fact, because this game is hard enough, most beginner guides encourage new players to do Save Scumming basically, clearing the device's save file to redo the tutorial and the Rare Egg Machine roll until they get a powerful enough monster from this first free roll. Sometimes, special dungeons may receive doubled drop rate boosts which may affect boss monster drop rate, usually at the last day of the event. Duplicates can also be used for awakening a monster.

Using evolution monsters such as the Dub-Mythlit or Golden Keeper allows one to clear early dungeons at ease without worrying about the leveling cost until being able to find a better unit for replacement. If you are skillful and lucky enough to defeat all 3 types of Gacha Dragons, you can get up to 9 pulls in total, and most of the rewards are high-end units that can only be acquired at late game.

Prior to version 7. When the Ultimate Rush dungeons were introduced at version 7. At that time, the Ultimate Rush dungeons required 99 stamina at minimum rank to attempt. However, they also hid the requirement to clear Starlight Sanctuary before those dungeons can be attempted. They were also made available as a coin dungeon, which means players could spend 5 million gold to attempt them , even if they shouldn't.

As of version 8. Up until version Monsters obtained from the MP Shop also had particularly difficult to obtain evolutions, with third-tier levels requiring bosses from the PADR exclusives which later made permanently available in various difficult dungeons like Ultimate Arena's Bipolar Goddess 3 and Three Hands of Fate difficulties or Multiplayer Cataclysmic Dragon Rush. Advanced evolutions of monsters like the three starter dragons as well as a 4th tier of Myr and for dark Athena were also teased at in early , requiring materials in bosses of the new Spirit Numen Radar exclusive dungeons made available in foreign verions through a unique One-Shot Challenge dungeon.

This would all be revamped in version However, nearly unique Evolution Gems were made for monsters from particularly difficult dungeons, including the PADR exclusives and generally any monster that needed Spirit Jewels or other monsters to evolve. Some thematic evolutions were also retained like the dual Vampire Dukes for Gilles Legato.

Several dungeons have multiple boss monsters at the final round, especially the biweekly dragon dungeons in the first half of The boss battle in "Cave of Dreaming" is considered a Trio Boss; while "Legendary Earth" has 3 monsters in the boss round, only one of them really counts as the proper boss. Aamir Descended has Aamir stick together with two fully evolved carbuncles in the same card. This means they attack thrice per turn. Gilles Legato appears as a boss with two Pillars on either side of him.

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You need to kill the Pillars first before Gilles Legato will take any damage, and they tend to revive each other. Oh, and you need both Pillars to evolve him, and only one of the three of them will drop. Hexazeon kicks this up a notch by having the Augites as three separate shields. The Green and Purple ones can only be hit at first If you kill the Purple one first, the Green one will revive it.


  1. Separating the fats and facts (Instant Youth and other fitness myths foiled).
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  4. If you kill both Green and Purple there's a chance Yellow will revive one of them. Then after that the Yellow one can be damaged. And then once the Yellow one is killed you can finally start damaging Hexazeon And again you need all 3 of the Augites to evolve Hexazeon.

    Incognito Queen, Awilda, reacts differently depending on which of the other Pirate Dragons you brought with you. Keeper of Paradise, Metatron, reacts differently to whether or not you have Sandalphon or Awoken Sandalphon on your team, giving different attack names as a result. But if you have one of the other Awoken Heras with you, she asks who that girl is and then hits you with a 99 turn skill cooldown, effectively resetting your whole team's skills to zero. In Indigo Descended, having Indigo on your team when facing Belial causes a unique attack, and having either Belial or Gadius on your team when facing Indigo causes other unique attacks.

    Linthia reacts to Sylvie on your team by obscuring your board. Newer descended dungeons based on Norse mythology also include additional dialogue. Latent awakens and skill transfers take it up another notch. Attaching an Assist Monster with a corresponding element and a fitting secondary active skill would also raise the effectiveness and stat even further. The game is almost perfectly translated, but the English still sometimes sounds awkward. The most notable example is probably the title.

    Shouldn't it be Puzzle s and Dragons? When asking if you're old enough to buy the in-game currency: Ultimate evolved gods in particular often have "attributes" added to their names that could only be described as word-salad. Notably, one of the official wallpapers mistranslates "Hera" to "Hela". The first time they were introduced, they were known as "Challenge Descended! Subsequent versions are called "Descended Challenge" dungeons. Some of the enemy monster skill names or dialogue are okay but not quite correct.

    For the grimoires, the preemptive shield is called "Solomon's Little Key", which is not quite the correct translation. The translation should have been "The Lesser Key of Solomon". When most monsters reach their level cap, players can Evolve them, requiring the use of various monsters that are only used as evolutionary material. Other monsters, so long as they're in their final evolution form, can also be Ultimate Evolved into a new form that may add a secondary elemental Attribute, change the monster's thematic typing and therefore its statistics, as well as change its Awoken Skills or add even more to the set it has.

    These require even rarer Evolution Material monsters. Ultimate Evolutions dubbed "Uvos" can also be branched, with each branch possessing different stats, sub-Types, sub-Attributes, and Awoken Skills. More often than not, one form will be preferred to the others as a result of Power Creep or other meta-game preferences. However, Ultimate Evolution is not permanent, and can be reversed with fairlyeasy to find monsters. GungHo threw more things into the mix with the introduction of "Super Ultimate Evolutions", which are Ultimate Evolutions of monsters already Ultimate Evolved; this was only introduced for the Valkyries, giving their new Super Ultimate Evolutions different Awoken Skills than each other, allowing for some form of variety from their prior status as Palette Swaps of each other.

    Sakuya also received a Super Ultimate Evolution. All of these monster later received a third monster typing not elemental typing on top of all that they had before. Also added were "Ultimate Awoken Evolutions", new Ultimate Evolutions for older monsters for a form of balance as a result of Power Creep. They all get new Types, new Leader Skills, and new active Skills in the process. These new "Awoken" forms require extremely rare Evolution Material monsters as well as monsters from the various Descended Dungeons, which themselves have pretty expensive Evolution Material costs.

    Monster Point-purchased monsters and Co-op Descended Dungeon bosses all have ridiculously difficult Evolutions.

    Machine Hera and Machine Zeus both need both ultimate evolutions of the Machine and Dark Golems, Sherospada and Hysferzen, who themselves need each of the 3 ultimate evolutions of the tricolor Golems. This is a total of 23 Keeper of Gold cards. Of course, if you can clear Machine Hera or Machine Zeus's Annihilation level dungeons, you probably have enough of these cards to spare. After playerbase anger, they were changed to be Super Ultimate Evolutions or in Valkyrie Rose's case a Super-Super Ultimate Evolution using the Ace or Ana cards as a material to produce stronger variants of the cards with new skills.

    Reincarnation Evolution was introduced to just make things even more difficult. To Reincarnate, a monster must be in a particular Ultimate Evolution form for God monsters it's always the Awoken evolution and at level After spending 5 of the lowest-ranked Evolution Mask cards of 1 color, the monster evolves back to level 1 and gives them a much larger EXP curve as a tradeoff for the better card stats. The first cards to receive these were the Mystic Knights, who all gained a 3rd Machine Typing. They were followed by the various Ultimate Awoken Gods, who all regain the God typing they lost in the Awoken Ultimate Evolution, as well as a much better Leader Skill.

    Recently Gung-ho has released Reincarnation evolution for Desecended boss cards that then have an Ultimate evolution. Unlike normal Reincarnation they require a rare evolution mat Ancient Tri-God Mask along with the normal masks. Then to evolve these cards you need another copy of their original base form's ultimate evolution and a few other ultimate evolved dungeon cards. Athena Helios needs another uvo Athena and a Hephaestus. Light Azazel needs another uvo Azazel and uvo Sandalphon. Satan Void needs another uvo Satan and uvo Beelzebub. However, Hera-Nyx and Zeus Verse take the cake as they need 1 each of their 5 different variations in their uvo form to evolve; at least their unique dungeon series has each of these as a boss on subsequent floors so all you need to do is evolve them once There are a few skills in the game that have a set damage output, but they ignore the enemies' defense stat.

    This is mainly useful against monsters with ridiculously high defense or more in some cases but incredibly low HP usually on the scale of 30 or so that would otherwise only take 1 damage per attack. As the updates come and the monsters receive evolutions, certain aspects of them are amplified while totally ignoring the other aspects of their characters.

    Her initial evolution had her being the Feline Goddess of Music. Then her "Awoken" uvo had her as a total feral cat. With no aspect of music on it. So much so that Legolente's dungeon a music themed dungeon served to remind players that, yes, Bastet is the goddess of music. Shown to be a strong, wise devil owl in the first evolution. Then his first uvo had him with become a beefcake, similar to Ultimate Gigas, while retaining some of his sophistication.

    His ultimate uvo did away with the wiseness and went with him hulking out. That frost demon may had something to do with it, though. His Awoken form though turns him back to his strong, but classy form, and making him even more like eye candy. Special Dungeons now come with this feature. The game only grades you on the last level of the dungeon series, be it on Master only on three level dungeons , Legend earlier dungeons or Mythical later dungeons.

    There is a purpose to this: In the main game, dungeon unlocks and daily dungeon information are not available in the game. You would have to use wikis and forums to look up said information. Descends are difficult even with a guide. Without one, it's almost guaranteed that you may get hit with a powerful attack, monster bind or another nasty surprise and die at some point, losing precious stamina in the process. Averted for evolutions for all three games. For the main game, this was in full force regarding Ultimate Evolutions before version 7.

    Many players thought it would be function just like regular Awakenings, except with the option to pick-and-choose which ones. Turns out not to be that useful. The worst offender of this is Latent Time increase, which only adds 0. And you only have five Latent slots per monster, and they cost an exorbitant amount of monster points to buy or invade rarely similarly to Elemental Jewels.

    Thankfully, the in-game hints tell you that you can replace Latent awakenings, but only the oldest one. Legend difficulty, mostly in biweekly dungeons with another name in some Crossover dungeons. It's the only difficulty that guarantees that the area's boss will drop in this case. There's also Mythical above Legend, which is in most "Descended" dungeons which can have one, the other, or both. Generally, Legend will not guarantee a boss drop if there's a Mythical difficulty, which does guarantee it.

    The newer biweekly dragon dungeons now include Mythical as the last level, and many retooled collaboration dungeons add Mythical as the last level. The bosses of each level have pre-emptive strikes that make things more difficult, such as requiring 6 or more combos to do any damage, an out-of-the-gate 31 thousand HP damaging attack, or turning the whole board into poison.

    Unless you plan ahead of time with a defensive move, you're SOL. And then some of the bosses have Passive Skills that activate if you try to one-hit KO them; often resulting in an immediate health restoration and a restored Passive Skill or a status condition that screws you over once they do die. Special Descended dungeons are Legend-Plus for a different reason.

    And then they added "Together at Last! He Knows About Timed Hits: Jilen, the wood member of Genius. Rivera, the fire Genius member. All Myths Are True: As the Dragon Tamers explore the new continent that appears in the post-game , they come across paintings depicting things only previously spoken of in legend. Upon realizing they were true, Nick quickly jumps to conclusions in believing other myths he had heard. Sara assures him that, no, the other stories are definitely only myths. Enigma spends much of the game conversing with the protagonist and Syrup while philosophizing about the world and how it's gray and not simply black or white.

    Enigma even gives them free items and will even tell them he's a member of Paradox. He proceeds to drop this near the end of the game as he plans come closer to fruition, becoming a complete Card-Carrying Villain who makes annoying heh heh heh 's. This game has a lot of features that make it easier to manage the parties compared to the original, in the transition from free-to-play to retail game.

    You can directly level up by defeating monsters albeit slowly , and without the need for Power-Up Fusion as in, sacrificing monsters. Power-Up Fusion is still there, but it doesn't cost any gold. You have monster slots right from the beginning. Evolution of monsters also uses items that take up inventory space, rather than other monsters, further saving these monster slots. You can exit a dungeon anytime while keeping all the rewards and experience you earned up to that point. Even after you are defeated in battle.

    Monsters are now animated, so monsters that were in the original game have slight design alterations to fit in better with the overall style of Z. The Carbuncle got a major redesign. The Carbuncle in Z is designed to be more animal-like instead of the anime style of the original game. Awoken Hera's design got slightly changed. They kept unawoken Hera's famous black dress while keeping her overall design from her Awoken version while updating her hair from Divine Queen form. In essence, GungHo combined all her forms from the original game. Given how Hera, from the original game, was overly sexualized, and PADZ is aimed at a younger audience, they covered her up for this game.

    Dogma reveals himself to be this with his plans to exterminate humanity. Those that he spares in Paradox will be forced to live underground as slaves. His core changes elements every 2 turns, but you also have to deal with five skydragon heads. Worse, the core closes every couple turns. Because You Were Nice to Me: A cute dragon drops out of the sky right into the group of heroes. Turns out he's actually the Skydragon of Life, Zerclea.

    Dogma, the leader of Paradox and the kickstarter of the destruction of the world. Lampshaded in it's first appearance, where the "no" option is "I don't care if this is an endless loop, I still say no. Ayame's motivation for going to Paradox, as shown in The Reveal , although this is played with in execution. Enigma promised Ayame that he would help her find her pet, Sayaa, if she joined. In reality, Enigma is holding her cat hostage and Nick figured out this plot.

    Rivera and Ayame, who represent fire and light respectively. Dark Is Not Evil: This applies to any recruitable Dark-type monsters, but especially the Skydragons of Night and Death. Very indirectly stated to be this case after Paradox's defeat. When you start your new campaign, some of your helpers include former Genius members. When you beat the final post-game area, even Dogma gets in on this, as his Viciousdragon Helheim becomes a possible helper. Not the same case as the two tropes above. When Fat Bastard Hiyomaru defeats Nick with a simple soccer kick of the orb to his head, Nick starts to respect him.

    Nick tries to pull the respect card on Hiyomaru, but Hiyomaru is just that stubborn. It's not until the player defeats the Skydragon of Night that this is reciprocated on Nick, which then turns into full-blown Defeat Means Friendship. Area 6, the Avalon Area, is going to be very hard to beat if your monsters are not at least level Hell, for the Castle, it is seriously recommended that you have at least level 60 for most of your monsters. And it goes up from there. Too bad a whole new continent opened up after the final battle.

    Zed City is one of the few places that's perfectly fine once Dogma's plan is set in motion. The Dragonoid type of monster. It's revealed by one of the Skydragon priests after beating the Final Boss that they were dragons that evolved into a different form over the thousands of years they lived underground. Dogma is a Dragonoid. Moomoo and Junjun attack the player using two monsters at once the first two times you fight them. Incidentally, they represent the water element. You have to earn them by farming Eggs from dungeons and evolving them.

    Enigma spends his entire time being enigmatic until the protagonist reaches the last two areas of Avalon. Dogma's plan is to create a new world using the power of the Skydragons and then exterminate humanity for living on the surface while dragons are forced to live underground.

    Hiyomaru, who represents the dark element. A Father to His Men: Captain Watari, despite commanding over 10, Tamers. He even gives Sara the option to bail out of a particular mission when it's discovered that their next target is Sara's old friend. To a very frustrating degree. They only appear in treasure boxes, but you'd be quitting and re-entering dungeons many times until you actually get the quest item instead of a rune or D-Energy.

    The various continents of the world are turned into this. Anubis as an enemy has the Banish to Hell skill, which inflicts a fixed damage, which you will not survive the first time you encounter one. Gameplay and Story Integration: Nick, Sara, Enigma, and the Logical Five offer to assist you at times; this is reflected by their periodic appearances in the list of Helpers that you choose from every time you start a dungeon.

    The game starts out with mom giving a wake-up call. After you free the Skydragon of Water, Dogma quickly challenges you to a fight with his Viciousdragon Helheim. The fight is designed to be hopeless, as if you manage to reduce its HP to 1 your attacks stop doing damage afterwards I Am Not Weasel: Nobody recognizes Syrup as a dragon when they first see him. Most people guess that he's a bunny. Probably because Syrup doesn't look like a stereotypical dragon. It Only Works Once: Monsters you obtain from StreetPass can only be used once, then they're gone along with their associated Tamer Cards.

    Exchanging Tamer Cards via non-StreetPass local wireless will let you keep the Tamer Card until you choose to delete it and use its associated monster as many times as you want. It's All Upstairs from Here: Every 5th stage in the any Dystopian land is a five floor tower that goes to the floating temple garden.

    Leaning on the Fourth Wall: At one point, Rivera is fishing for compliments and asks you who made her who she is today. One of the potential answers is "GungHo Online Entertainment". She's never heard of them. Amaterasu Ohkami is kinda pushing this trope because she did not appear in PAD as a penultimate boss until Odin has yet to appear as a boss in PAD. Or, rather, Level Locked Monsters, in a sense.

    You may have the pre-evolution forms of certain monsters, but you won't be able to get the final evolution forms until rather late in the end-post-game due to the chips required. Or Master level Daily Dungeons.