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Dungeons & Dragons 3e: The Last Defender

The Last Defender

It's spring time, and the local rangers have announced that the mountain passes are clear enough for travel once more... so the party heads off there for whatever reason (a couple are given in the DM Background if you or they do not have a good reason of their own). In the heights of the mountains, there's a chasm crossed by a bridge guarded by a tower at either end. There's quite a lot of backstory for the DM about what's gone on there in the past, and this is where the adventure proper begins - you probably will wish to play out the party deciding (or being hired) to travel through the mountains, getting any equipment that they need and getting high up in the mountains, but you're on your own for that.

There's a good (but not player-friendly) map of the bridge over the chasm, again any maps you require to get there will have to come from elsewhere. On the plus side, there's plenty to explore when you get there - and assorted bandits, monsters and others to object to the party's presence, not to mention the remains of a caravan that tried to pass this way a month or so ago. The bridge's past may be revealed through interaction with the numerous ghosts to be found here, but the main gist of the adventure is to clear out the towers and grab what can be salvaged from the caravan. A few ideas are included for further adventures, and a new monster and new magic item (a decidedly anti-social battleaxe) finish off this book.

There's potential here, but some work to be done before it becomes a fully-fledged adventure.

Return to The Last Defender page.

Reviewed: 24 June 2017