Leading the way in terms of awards was the much-anticipated Baldur's Gate, a fantasy role-playing game set in the world of Dungeons and Dragons.
-TLDR News Daily
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Leading the way in terms of awards was the much-anticipated Baldur's Gate, a fantasy role-playing game set in the world of Dungeons and Dragons.
-TLDR News Daily

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Ghostwalk D&D Setting 5e Conversion
Hello People
I have been working on this for a while and now is as good as time as any to release to the world (D&D 5e is coming to a close with quite the bang ha ha). I did want to test things out a bit more but really it's now or never.
Ghostwalk is an officially wizards of the coast published setting. It has the gimmick of letting you play as a ghost!
A few things for these documents First, I assume you have access to the Ghostwalk book when using these conversions. I didnât add any lore or extra information that wasnât stats and numbers. These documents take the 3.5 numbers and translate them into 5e numbers. You will need the book for any and everything that isnât a mechanic. Included are: â˘8 subclass options using the prestige class options from the Ghostwalk book. There are 2 subclasses for each prestige class. â˘New equipment and magic items â˘New spells, including ghost and ectoplasm-based spells â˘New feats â˘Monster Stats for all the Ghostwalk monsters, including 2 templates that can be added to other monsters. â˘6 Adventures translated from the ones in the Ghostwalk book. â˘The Ghost race (though it is more of a template to be added to your character) and 2 Ghost specific classes
The Google Drive link has a link to all of the documents. I hope there are people who will enjoy it, or at least check it out and maybe use a few things from it in their games.
Dread Ram
Image by Wayne Reynolds, Š Wizards of the Coast. Accessed at the Ghostwalk Art Gallery here
[Ghostwalk is another 3rd edition era book that seems to have been mostly forgotten. Part of that is timing--it was the last 3.0 book, released the same month as the 3.5 Playerâs Handbook. Itâs also decidedly high concept--itâs a campaign setting where ghosts continue to adventure after death, gaining levels in ghost classes that improve their undead abilities but are lost if they get brought back to life. Weirdly, of the 17 stat blocks for monsters in the book, 5 of them are CR 3. The dread ram is better balanced than some (at least it doesnât do no-save Constitution drain like the necroplasm does). But itâs not even the only CR 3 undead in the book designed to be used as a mount! The spectral steed also fills the exact same niche, only for incorporeal creatures (like PC ghosts). Weird.]
Dread Ram CR 4 CE Undead This rotting hulk has the body of a ram the size of a rhinoceros. Its head is a ramâs skull, green flames licking through the eye sockets and out of its mouth.
Dread rams are walking testaments to the power of Orcus, the Prince of Undeath. Each one captures unholy power to act as a shrine in Orcusâ honor, empowering the undead wherever they go. They are not created spontaneously except on Orcusâ layer of the Abyss; almost all of them are borne of the intentional creation by devotees of Orcus. They are sometimes used as mounts by wicked clerics, necromancers, or undead warriors.
A dread ram is of limited intelligence, able to speak in Abyssal and usually uttering devotions to Orcus, threats to other creatures or sycophantic praise of their master. They yearn to lash out in bone-crushing violence, and will attack the living unless specifically ordered to do otherwise. They make for excellent battlefield control, scattering foes with their auras of doom and breath weapons, then shoving those that remain into tactically disadvantageous positions with bull rush attacks.
A dread ram can be created by a worshiper of Orcus using a create undead spell at CL 14th. The process requires additional material components of 4 flasks of unholy water and 100 gp worth of silver dust.
Another open and close case
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Spooky boys. This is âGhostwalkâ by The Phantom Cowboys off of the Dead Menâs Clothes EP

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Hall of the Silvertooth Clan
My Monday group had finished the first chapter of their journey in Varlin, a harrowing descent into a ruined city within a silver mountain.
SPOTLIGHT : The Players
Drake Appleby the Cunning (Human Ranger) Better fitted for life on the surface, Drake was brought into the Undercity to escape the Warlock of the Mad Rock, Klaks. His skills proved invaluable with slaying despot ghouls and navigating the winding streets of the dwarven ruin and mushroom forests. As an amateur demon hunter, he sought the reason of the ruin, who he suspected was caused by a demon of ruin named AYM, who corrupted the Silvertooth King.
Kierren the Brash (Copper Dragonborn Bard) // DECEASED Along with Drake, he was taken by Klaks for unknown reasons, asked to pluck a stone from the top of the Undercity. Against his rule, he and Drake escaped to the Silver Mountain. Kierren brought hope to his party during the descent, even in the darkest of places, his voice and song would carry out the lonely ruins. He fought hordes of ghouls, behemoth ghosts, grave robbers and pale darklings until his demise, caused by the betrayal of misfired magic in final stand to save a seeress.
Rieta the Sea Witch (Tiefling Warlock) Once belonging to the sea, Rieta had traveled from the Land of Ghosts inland to escape a debt to her captain. Having gained her power from a vestige called Focalor, she harnesses a dangerous and powerful magic. Rietaâs appearance has more than startled the survivors of the Undercity, but against their suspicion, Rieta was able to show her kindness, and they too, their kindness was returned with companionship.
Andor the Swift (Half-Orc Rogue) Fallen from the top of the silver mountain through a sealed passage, Andor along with Rieta and Astor traveled with a goliath migration along the mountain side until attacked by a group of blackclad slayers, who flew in like ravens and slaughtered the innocent travelers. In a flurry of escape, the group slid down the mountain side and broke a ground seal, falling in the lake in the center of the Undercity. Andorâs journey in the ruins have been fraught with challenges, chasing a possessed graverobber, navigating the perilious waterworks of the Silver City and slaying a rabid otyugh.
Hope (Tiefling Paladin) // MISSING A knight of faith on a self-proclaimed journey by their god Aluvan, the psychopomp of souls. Hope had taken to traveling the Varlin Mountain Tail to find conflicted spirits and grant them a resolution so they may pass into the afterlife. Hope eventually heard rumors of hollow mountain that howled like a banshee from its bowels. Her journey led her into the Undercity, close to the party where they encountered a stray demon possessing a graverobberâs body, who in turn summoned a Devourer of Spirits. In the harrowing battle, Hope was in critical condition and then abandoned in a ruined brothel.
Baern (Dwarf Barbarian) // MISSING A rambunctious dwarf led by his ancestral ties, Baern came upon the Silver City in a journey to find the root of his ancestral bondage. Supported by the party with his ferocity in combat and knowledge of the dwarves, Baern became quite attached to the group. It wasnât until they came across the Under Chapel of Moradin that he decided to pry for answer with their priestess.
Astor (Human Monk / Cleric) // MISSING Somewhat apart from the party, Astor had his own plans with his god, Aluvan. His fanaticism drew the party away from him, and with time the receded far enough that he was lost wandering the Silver Mountain Halls. Little was known of his fate, but some say the same madness that claimed the Silvertooth King had claimed him.
Mags (Changeling Druid) Once bound to the Forest of Manifest, Mags was raised by their Witch-Mother Adwana, who had suspicious plans during their upbringing. In an act of rebellion, Mags left their home, guided by twin Mystics : Sarro & Rassa. Once escaped, they entered the halls of the Silver City to escape a violent snow storm. With cunning, they were able to answer the riddles of the passageway guardians, find the party and return to the surface through a mountainside aqueduct.Â
Sarro & Rassa (Dvanti Mystics) The twin mystics of the City of Manifest, Sarro & Rassa are one soul bound by two bodies on a quest to release themselves of the physical world, or simply understand the mystery that created them. With incredible psychic power, they were able to assist the party stem the tide of ghouls during their rescue of Beatrix, the Seeress. With wit rather than strength, they led the party in the abscence of others, safely returning the survivors to a nearby town (Donaree), and curing many of the infectious ghoul fever.
The partyâs second chapter will resume in January 2018!
Image credit goes to Chris Cold :Â https://www.artstation.com/chriscold
Relaxing after a "Spooky Spooky Walk" #ghoststories #ghostwalk #blundstones