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Dungeon Delve
Quadrant 2 - Area U
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U Area Random Encounters

Use these whenever you want, particularly to fill in “cleared out areas.” They’re also useful to slow groups down if they’re burning through the dungeon. Do not roll on this table if the current group is not making good time.

d12 Encounter
  • 1-2 Ochre jelly (2 or 3 if high level)
  • 3-4 10 skeletons (3 undead giants if high level)
  • 5-6 12 giant rats (patrolling flesh golem if high level)
  • 7-8 8 zombies (patrolling, skull-faced stone golem if high level)
  • 9 5 ghouls (ghasts if high level)
  • 10 6 shadows (12 if high level)
  • 11 Two wights (wraiths if high level)
  • 12 One wraith (spectre if high level)

General Instructions: As creatures are killed off in the keyed entries below, be sure to make a note of the reduced number on the entry itself. In the same vein, mark off items taken from a chamber (and make sure players record items they have taken on their sheet!). Note that items native to the dungeon that play some role in the dungeon, such as keys, are not teleported out of the dungeon at session’s end, but instead just drop to the ground where ever the players happen to be standing when they’re kicked out—make a note of the new location of said item both in its new location, and the entry where said item was originally introduced.


Area U1

Inhabitants: None

Contents: The 20-foot-wide entry stair narrows to 10 feet before leveling out. The arched opening south of the stairs is carved to resemble a wide, open-mouthed skull. A few bones lie north of the arch, including ribs, a few skulls, and several loose finger bones.

Tricks/Traps: None.


Area U2

Inhabitants: 10 skeletons (hidden). The skeletons rest under the loose earth of the floor. The skeletons rise up if the adventurers begin to unearth the 5 coffins also buried in the earth.

Contents: The floor of this stone chamber is completely covered, or possibly composed of, loose, damp earth.

5 wooden coffins are shallowly buried just 6 inches below the surface—for each 3 rounds of searching, a coffin is discovered. If Coffin 1 is opened, an unholy whispering issues up from the earth. If Coffin 2 is opened, the 10 skeletons rise en masse, and attack PCs.

Coffin 1: Untrapped, unlocked, empty but for old bones.
Coffin 2: Untrapped, locked (pick locks to open), contains bones and a 10 gp gem.
Coffin 3: Trapped with poison: save or take 2d4 hit points, contains 46 gp.
Coffin 4: Trapped with poison: save for take 2d4 hit points, contains 62 gp.
Coffin 5: Trapped with poison: save or die, locked (pick locks to open), contains 245 gp, 2 potions of healing, and a ring of protection +2 (around a loose finger bone).

Tricks/Traps: As described under individual coffins.


Area U3

Inhabitants: None.

Contents: The floor of this stone chamber is completely covered, or possibly composed of, loose, damp earth. The stone walls are scratched all around the edges, as of desperate fingernails slowly pulled below the earth.

7 tombstones are loosely buried below the earth. All seem to have been ripped and broken from wherever they were originally set, and deposited here. 4 of the 7 headstones are too badly damaged to read, but the other 3 read:

Tombstone 1: “Bruce of Darkenwell. Justly slain for his heinous crimes.”
Tombstone 2: “Sean Thunderhand. Plucked from life by the fruit of his unholy creations.”
Tombstone 3: “Rateliff the Ravenous. His supernaturally augmented appetite was a Separate entity of indiscriminate taste, which proved Rateliff’s undoing.”

Tricks/Traps: Each tombstone contains patches of necromantic lichen—contact requires a saving throw vs. death magic. Failure results in victim slowly turning into a zombie over a the course of 1 turn. Zombies attack former companions on completion of transformation.


Area U4

Inhabitants: 4 ghouls (hidden). 1 ghoul at the bottom of each one of the pit traps shown on map.

Contents: The floor of this stone chamber is completely covered, or possibly composed of, loose, damp earth. Several humanoid skulls litter the earth, as well as skulls of less recognizable beasts.

The skulls littering the surface are completely normal. The bottom of each trap may contain bodies of previous adventures, plus (1 selection to a trap):

Boots of speed
2 potions of healing
1 potion of heroism
long sword +2, +4 vs. undead

Tricks/Traps: 4 pit traps are shown on the map (T). Those failing a saving throw vs. paralyzation fall into the trap if they tread upon it. The traps are 10 feet deep, dealing 1d6 hp of damage in the fall. Each trap also holds 1 ghoul, who goes to work on any victims that fall at its feet.


Area U5

Inhabitants: 8 skeletons & 4 zombies. The undead guard the room against all intruders.

Contents: This room contains three long stone tables and two smaller ones covered with embalming fluids and supplies. It still smells of acrid chemicals here.

Amidst the table clutter lies a scroll of protection vs. undead.

Tricks/Traps: None.


Area U6

Inhabitants: 1 flesh golem. The golem attacks anyone who opens the door. If door is closed, golem bases it down in 1d4 rounds, and gives chase, but only moves 40 feet from closet before returning.

Contents: A large, bare closet, save for a small shelf of knick-knacks.

The shelf contains several shrunken animal skulls, a few jars of formaldehyde, and a scarab of monstrous attention.

Tricks/Traps: None.


Area U7

Inhabitants: 7 ghouls (hidden). The undead each reside in a separate sarcophagi, but all simultaneously rise to attack if even one sarcophagi is disturbed.

Contents: Seven stone sarcophagi lie strewn about this dusty stone chamber.

In addition to ghouls, each sarcophagi contains:

Sarcophagi #1: 47 cp
Sarcophagi #2: empty
Sarcophagi #3: 23 cp, 27 gp
Sarcophagi #4: 3 gems each worth 20 gp
Sarcophagi #5: ring of invisibility
Sarcophagi #6: Cloak of protection +1, 220 gp
Sarcophagi #7: empty

Tricks/Traps: None.


Area U8

Inhabitants: 1 flesh golem. The golem attacks anyone who opens the door. If door is closed, golem bases it down in 1d4 rounds, and gives chase. This golem doesn’t give up.

Contents: A large, bare closet, save for a small shelf of knick-knacks.

The shelf contains 1 pair of bone shears, 1 vial of hemlock (ingestion poison only), and 12 darts +3.

Tricks/Traps: None.


Area U9

Inhabitants: 12 Shadows (camoflaged), 3 ghouls (hidden). The shadows (the undead variety) flit through the chamber, and attack all who enter. 1 ghoul lies at the bottom of each pit. While within the chamber, all undead regenerate 1 hp/round, and are more difficult to turn (-3 to roll).

Contents: This wide hall is 40 feet high. Sickeninly green ghoul-light shines from cracks in the floor, birthing hidous shadows from demonically carved pillars that support the high roof.

The greenish light allows infravision to function normally, plus allows normal vision, but all turning attempts are assessed a –3 penalty to the roll.

Tricks/Traps: 3 pit traps are shown on the map (T). Those failing a saving throw vs. paralyzation fall into the trap if they tread upon it. The traps are 10 feet deep, dealing 1d6 hp of damage in the fall. Each trap also holds 1 ghoul, who goes to work on any victims that fall at its feet.


Area U10: TOMB OF HORROR

THE DOORS ARE LOCKED AND TRAPPED. Trap releases 10 x 10 cloud of death spores (Four successeive saves vs death, 1/round (even after exposure ends). Each failed save indicates victim loses 25% of maximum hit points).

Inhabitants: 1 undead spellcaster, Athanatos (hidden), 1d4 ghouls may appear per round. Undead here can’t be turned.

Athanotos is a wight (35 hp, AC 1, wizard L8). Spells: magic missile (x2), scare, sleep, acid arrow, invisibility, web, lightning bolt, fly, hold person, fear, and stoneskin. Equipment: ring of protection +3, has a wand of lightning with 7 charges.

Contents: A massive but lonely sarcophoghus lies on its side near the west wall, almost like an altar.

The sarcophogus is wizard locked at 8th level of effect. Attempts to open it “wake” Athanotos inside, who begins to call 1d4 ghouls to his aid (which burrow up from the earth in random locations in the room) even while still inside the coffin. If PCs turn to deal with the ghouls, Athanatos opens the sarcophogus from within (after casting stoneskin on itself), sits up, and has at it.

Tricks/Traps:


Area U11

Inhabitants: 5 skeletons, 3 zombies. Undead lie as if truly dead for 3 rounds, after which they rise as one to attack.

Contents: Bodies lie stewn upon the floor.

Tricks/Traps: None.


Area U12

Inhabitants: 3 skeletons, 7 zombies, 1 ghoul (hidden). Undead lie as if truly dead, unless PCs make it across trap, at which time they rise to attack. Ghoul at the bottom of trap.

Contents: Bodies lie stewn upon the floor.

Pit trap contains a wand of magic missiles (23 charges).

Tricks/Traps: 1 pit traps is shown on the map (T). Those failing a saving throw vs. paralyzation fall into the trap if they tread upon it. The trap is 10 feet deep, dealing 1d6 hp of damage in the fall. Trap holds 1 ghoul, who goes to work on any victims that fall at its feet.


Area U13

Inhabitants: 5 skeletons, 5 zombies, 1 wight (hidden). Undead lie as if truly dead, unless PCs make it across trap, at which time they rise to attack.Wight at the bottom of trap. Note that PCs killed by wight also become wights at bottom of trap.

Contents: Bodies lie stewn upon the floor.

Pit trap contains a staff of striking.

Tricks/Traps: 1 pit traps is shown on the map (T). Those failing a saving throw vs. paralyzation fall into the trap if they tread upon it. The trap is 10 feet deep, dealing 1d6 hp of damage in the fall. Trap holds 1 wight, who goes to work on any victims that fall at its feet.


Area U14

Inhabitants: None

Contents: Bodies lie stewn upon the floor.

The bodies are corpses, pure and simple.

Tricks/Traps: None.


Area U15

Inhabitants: 10 ghouls (hidden). Ghouls rise from the earth if trap, at which time they rise to attack.

Contents: Loose earth covers the floor of this damp stone chamber. Arcane glyphs paint the walls, giviving off a foul green radiance. The same glyphs decorate a bare stone altar along the south wall.

The altar contains a secret compartment, but if opened, the ghouls rise as one to attack trespeassers. The compartment contains: 10 gems worth 100gp, a periapt of proof against poison, and a scarab of protection.

Tricks/Traps: Ghouls rise from earth and attack when altar’s secret compartment discovered.


Area U16

Inhabitants: None

Contents: A stone corridor.

Pit trap contains bones of many past explorers. One skeleton still wears splippers of spider climbing.

Tricks/Traps: 1 pit traps is shown on the map (T). Those failing a saving throw vs. paralyzation fall into the trap if they tread upon it. The trap is 30 feet deep and contains impaling blades, dealing 3d6 hp of damage in the fall, and 3d6 hp from the impaling blades.


Area U17

Inhabitants: Zombie (hidden).

Contents: Water, murky and vile, drowns the floor of this sunken crypt to a height of 3 feet.

Water is three feet deep, murky and vile. All movement (wading) through water is at half speed. PCs are at –1 penalties to all physical maneuvers and THACO rolls.

The pit trap contains a several bloated bodies, half eaten, and one aquatic zombie, which attacks PCs who fall into the trap.

Tricks/Traps: 1 pit trap under the water is shown on the map (T). 10 feet deep--no falling damage, but the trap closes after activating, trapping character underwater. Character can hold his breath 1/3 Con in rounds. After that, Con checks (with a -2 cumulative penalty) must be successful or he’s dead. Strength check at -3 made by those above opens the door.


Area U18

Inhabitants: 6 poisonous, pale white water snakes (THAC0 19, hp 2, AC 14).

Contents: Water, murky and vile, drowns the floor of this sunken crypt to a height of 3 feet.

Water is three feet deep, murky and vile. All movement (wading) through water is at half speed. PCs are at –1 penalties to all physical maneuvers and THACO rolls.

Tricks/Traps: None.


Area U19

Inhabitants: 12 zombies (hidden under water). 6 host green slime patches that zombies can pull off in handfuls and throw up to 30 feet. One zombie (without the slime) has AC 2 (due to elven chainmail +3). Zombies do not leave the water.

Contents: Water, murky and vile, drowns the floor of this sunken crypt to a height of 3 feet. Slime and mold covers the walls and ceiling.

Water is three feet deep, murky and vile. All movement (wading) through water is at half speed. PCs are at –1 penalties to all physical maneuvers and THACO rolls.

One zombie still wears elven chainmail +3.

Tricks/Traps: None.


Area U20

DOOR IS LOCKED AND TRAPPED. Anyone attempting to open the door has a poison (save or die) needle shot at him from one of many tiny holes in the door. Unless special precautions are taken, the needle always hits someone attempting to open the door.

Inhabitants: None.

Contents: Mysterious, ghostly funeral dirges play continuously in this room, which is empty save for a single sarcophogus lies in the center of the room.

The sarcophogus is trapped with greenish poison gas, forcing saving throws among all within the room (save or die). The body inside is truly dead, though the corpse clutches a book of vile darkness to its chest and wears black robes (serve as a cloak of protection +1).

Tricks/Traps: See above.


Area U21

DOOR IS LOCKED AND TRAPPED. Anyone attempting to open the door has a poison (save or die) needle shot at him from one of many tiny holes in the door. Unless special precautions are taken, the needle always hits someone attempting to open the door.

Inhabitants: 1 vampire (hidden in sarcohophgus)

Contents: Mysterious, ghostly funeral dirges play continuously in this room, which is empty save for a single sarcophogus lies in the center of the room.

The sarcophogus is locked from within. If touched, the music ends immediately. If opened, “gas” sprays out. Call for saves, but even those who fail are not affected in any way… the “gas” is actually a vampire in gasseus form. The mist-form vampire innocuously shadows the PCs, attacking them from the rear after they leave this chamber.

A few trinkets lie scattered in the bottom of the sarcophogus, including: gloves of missle snaring, boots of speed,and a hat of stupidity.

Tricks/Traps: See above.


Area U22

Inhabitants: 1 crystal ooze, camoflagged by water. It attacks anyone who wades through the water to the drowned sarcoghagus.

Contents: Water, murky and vile, drowns the floor of this sunken crypt to a height of 3 feet. Slime and mold covers the walls and ceiling. A low sarcoghagus just breaks the water’s surface, along the northern wall.

Water is three feet deep, murky and vile. All movement (wading) through water is at half speed. PCs are at –1 penalties to all physical maneuvers and THACO rolls.

The stone sarcophogus contains a regular corpse, and along with it can be found 500 gp worth of jewelry and treasures, a jeweled sword worth 100 gp, an intact potion of extra healing, and a shield +1.

Tricks/Traps: None.


Area U23

DOOR IS LOCKED AND TRAPPED. Door has a glyph of warding (Cuh) on it which inflicts 6d4 hp of cold damage (save for half) to anyone successfully opening it.

Inhabitants: 1 wraith (hidden in sarcophogus). Wraith attacks those who disturb it. Remember that victims completely drained by a wraith become wraiths!

Contents: Holy symbols of various faiths are incised in the walls. No dirth, fitlh, mold, or other defilement debases this chamber. The single sarcophogus, carved of white marble, appears intact, nestled into the concavity of the north wall.

The wraith within the sarcophagus can enter and leave through small cracks—it attacks anyone that touches the sarcophagus. As long as the wraith remains within 10 feet of the sarcophogus, it cannot be turned and it reforms 1d6 rounds after it is destroyed. Newly-created wraiths, if any, don’t have this advantage. The sarcophogus holds a small coffer of 100 gp, a potion of poison, and a ring of water walking.

Tricks/Traps: None, save for locked door.


Area U24

Inhabitants: 6 wights (concealed in alcove-crypts). Wights attacks those who enter corridor, two emerging from their respective alcove every round (for a total of 6) Remember that victims completely drained by a wight become wights, and may linger here in future encounters.

Contents: The corridor is uneven with roughly hewn stone blocks. The 10-foot-wide corridor is broken at 10 intervals with dark alcoves.

Alcoves each hold a wight coffin. Each coffin contains 1d10 x 10 gp worth of jewelry and heirlooms.

Tricks/Traps: None


Area U25

Inhabitants: None.

Contents: The secret crypt holds only a large sarcophagus.

The sarcophagus contains 250 gp worth of jewelry and a dagger +1.

Tricks/Traps: None


Area U26

Inhabitants: Wraith (hidden in sarcophagus). Wraith ttacks those who disturb it. Remember those slain by wraiths linger, and may be encountered as additional wraiths in future encounters.

Contents: The secret crypt holds only a large sarcophagus.

The sarcophagus contains 350 gp worth of jewelry, a dagger +3, and a wand of fire (5 charges).

Tricks/Traps: None


Area U27

Inhabitants: 20 Wraiths (concealed in alcove-crypts). Wraiths attacks those who enter corridor, two emerging from a random alcove every round. Remember that victims completely drained by a wraith become wraiths, and linger here in future encounters.

Contents: The corridor is uneven with roughly hewn stone blocks. The 10-foot-wide corridor is broken at 10 intervals with dark alcoves. Relief carving on the corridor walls reveal ghostly figures draining the life from cowering mortals.

Alcoves are empty, but for dust.

Tricks/Traps: None


Area U28

Inhabitants: Specter (hidden in sarcophagus). Specter attacks those who disturb it. Remember those slain by specter linger, and may be encountered as additional specters in future encounters.

Contents: The secret crypt holds only a large sarcophagus.

The sarcophagus contains 450 gp worth of jewelry and a mace +3.

Tricks/Traps: None


Area U29

Inhabitants: Specter (hidden in sarcophagus). Specter attempts to parlay with those who disturb it, and does not attack unless PCs attack it. In return for 1000 gp worth of equipment/magic, the specter yields up its own treasure.

Contents: The secret crypt holds only a large sarcophagus.

The sarcophagus contains a sword +1, flame tounge, +2 vs regenerating creatures, +3 vs cold using, flammable, or avian creatures, +4 vs undead, +5 vs demons or devils.

Tricks/Traps: None


Area U30

Inhabitants: None

Contents: A stone corridor.

Pit trap contains bones of many past explorers. One skeleton still wears a helm of brilliance.

Tricks/Traps: 1 pit traps is shown on the map (T). Those failing a saving throw vs. paralyzation fall into the trap if they tread upon it. The trap is 70 feet deep and contains impaling blades, dealing 7d6 hp of damage in the fall, and 7d6 hp from the impaling blades.


Area U31

Inhabitants: None

Contents: The corridor is uneven with roughly hewn stone blocks. The 10-foot-wide corridor is broken at 10 intervals with dark alcoves. Relief carving on the corridor walls reveal a disembodied head, hand, and eye.

Alcoves are empty, but for dust. Periodically (every 1d4+2 rounds), a cold wind blows up the corridor from the south.

Tricks/Traps: None


Area U32

Inhabitants: None

Contents: The corridor is uneven with roughly hewn stone blocks. Close-set alcoves break the walls into a series of dim cavities. Relief carving on the corridor floor reveals a demonic undead creature, with rams horns and skeletal wings.

Alcoves are empty, but for dust (and traps). Periodically (every 1d4+2 rounds), a cold wind blows up the corridor from the south, whistling and wailing from around the door leading to U 36.

Tricks/Traps: Each alcove contains a magically concealed arrow trap (only a thief with a gem of true seeing or similar magic may disarm such a trap). Anyone who enters the alcove is automatically hit by an arrow (regardless of AC or saving throw) for 1d6 hp of damage. Victims must also save vs. poison or lose an additional 2d6 hp of damage. Trap automatically reset after 6 rounds.


Area U33

Inhabitants: Will o Wisp (hidden in sarcophagus). The wisp attacks anyone that opens its swamp-in-a-crypt.

Contents: The secret crypt holds only a large sarcophagus.

The sarcophagus contains a layer of marshy water. Under the water, the muck conceals a scimitar of speed, unrusted.

Tricks/Traps: None


Area U34

Inhabitants: None

Contents: The corridor is uneven with roughly hewn stone blocks. Two alcoves give off the corridor to either side, but to the south the passage is choked and closed off by an ancient rock-fall.

The 2 alcoves are empty, but for dust.

Tricks/Traps: The rockfall covers 40 feet of corridor. PCs who wish to break through can elect to dig or use magic.

Digging requires the entire PCs effort, and 10 feet can be cleared for each turn spent diggin (record progress under notes changes). However, each 10 feet of the corridor cleared requries everyone digging to make a saving throw vs. death magic. If 4 or more PCs fail, another rockfall occurs, inflcing 10d6 hp of damage to all excavators, and refilling the corridor with 5 feet of debris.


Area U35

SECRET DOOR IS LOCKED AND TRAPPED. Door has a glyph of warding (Cuh) on it which inflicts 6d4 hp of cold damage (save for half) to anyone successfully opening it.

Inhabitants: 1 ghost (hidden in border ethereal, watching over its crypt). Ghost attacks those who disturb the sarcophagus.

Contents: This chamber appears unfinished and half carved. A crude sarcophogus, carved of rough basalt, squats mutely in the crypt’s center..

The sarcophagus contains a skeletal body in warrior’s regalia: full plate +1, shield +3, two-handed sword +5, holy avenger (sword +2 in the hands of non-paladins).

Tricks/Traps: None, save for locked door.


Area U36: The Dark Temple, Part Duex

SATURDAY DOOR. The door allowing entry into this chamber from the north possess a clock and a runestone keypad. The clock counts down, indicating that something special will happen at Saturday Noon (the runestone keypad unfreezes, allowing the codes gained in the first two special missions to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.

Inhabitants: Undead here can’t be turned. 12 skeletons with longbows made of bone on the balconies (3 to a balcony). The skeletons begin to skewer living creatures that enter the crypt.

Merlinus, undead spellcaster, behind altar. Treat as a flesh golem with 40 hp, AC 1, wizard L12. Merlinus doesn’t take kindly to those who intterupt his dark sČance.

Spells: (4/4/4/4/4/1) 1st - magic missile, magic missile, magic missile, shield; 2nd - mirror image, rope trick, knock, levitate; 3rd- fireball, lightning bolt, lightning bolt, slow; 4th - Evard’s black tentacles, wind wall, polymorph other, stoneskin; 5th - cone of cold, cone of cold, cloudkill, true seeing; 6th - death spell.

Special Equipment: staff +4, robe of protection +1, ring of spell storing (fireball, lightning bolt, lightning bolt, teleport, teleport),

Contents: The cold of the grave lives in this high, echoing crypt. Loose earth covers the floor, though necromantic sigils are traced into it. 20-foot-high balconies bracket the crypt, from which the rustle of bone on bone is audbile. Near the southern wall, a stained dias holds a cracked altar. Black candles burn upon the altar, and upon its face, a leering face is carved.

The black candles give undead in room benefits of a prayer spell. Altar summons six shadows if touched by a living character, regardless of gloves or whatnot—works only once per hour. Front of altar has a leering face that polymorphs those who touch it into a ghast if saving throw fails. Ghast automatically attacks (this altar was moved from the upper level of last year’s dungeon delve, previously belonging to Merlinus’ servant, Vallis, who doesn’t come into this adventure).

Secret compartment within altar contains mace of disruption, a silver chalise worth 100 gp filled with a draught of potion of superheroism, and a black opal. If the black opal is disturbed, Vallis is restored to unlife and the PCs are teleported to area U1, without the opal.


Area U37: Gauntlet

DOOR IS LOCKED AND TRAPPED. Door has a glyph of warding (Cuh) on it which inflicts 6d4 hp of cold damage (save for half) to anyone successfully opening it.

Inhabitants: 32 Wights (hidden in the earth). Begin to dig themselves out of earth at a rate of 4 per round. Characters slain here linger her as additional wights.

Contents: An akwardly shaped hall, filled with loose earth. The odor of carion is strong here, despite the grave chill in the air.

Wights continue to rise from the earth—PCs are probably best served by fleeing though to the other side.

Tricks/Traps: None, save for warded door.


Area U38

Inhabitants: None.

Contents: The corridor ends at a door.

Tricks/Traps: None, save for warded door.

Notes and changes: SATURDAY DOOR. The door allowing access to the west from this corridor possess a clock and a runestone keypad. The clock counts down, indicating that something special will happen at Saturday Noon (the runestone keypad unfreezes, allowing the codes gained in the first two special missions to be inputted). Nothing can open the door ahead of time or affect the clock or key pad in any way prior to the proper time.

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