334308-Sample.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

334308-Sample.Pdf Sample file Sample file Sample file OPEN GAMING LICENSE DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Roger Pugh and published under the Community Content Agreement for Dungeon Masters Guild. CREDITS Cover, interior, and back cover art, DMs Guild Creator Resources. Used with Permission. Page 5 art by Mårten Eskil Winge, Wikimedia Commons via Google Cultural Institute, Public Domain. Page footer image of trees by Marcocarli via Pixabay at https://pixabay.com/photos/ winter-snow-snow-covered-wintry-2949606/. Used with Permission. Page footer image of mountains by Simon Steinberger via Pixabay at https://pixabay.com/photos/ rough-horn-alpine-2146181/. Used with Permission. Celtic knot image by AnnaliseArt via Pixabay at https://pixabay.com/illustrations/celtic-symbols-celtic-icons- celtic-4409225/. Used with Permission. Most of this work was inspired by the terrific 2nd edition supplement called Giantcraft. Other elements of this work were inspired by various sources of Forgotten Realms lore, Hoard of the Dragon Queen, and . In addition, I read for inspiration, referenced, or used parts of the following resources from DMs Guild but the rest is ALL MINE! ---- Arglynn Gordon, Steven. The Giant Runesmith. https://www.dmsguild.com/product/191607/The-Giant-Runesmith. Hart, Mark A. The Magic of Runes. https://www.dmsguild.com/product/207408/The-Magic-of-Runes. Hawley, Erik. Giants. https://www.dmsguild.com/product/184739/Giants. Moreno, Igor. Giant Runic Alphabet. https://www.dmsguild.com/product/203534/Giant-Runic-Alphabet--The-Language-of-Ostoria. Mullan, Dan. Rune Scribe – UA - Rune Expansion. https://www.dmsguild.com/product/226255/Rune-Scribe-UA--Rune-Expansion. Pressnell, Levi. Gleaning the Glyphs: The Runescribe Class. https://www.dmsguild.com/product/192725/Gleaning-the-Glyphs-The-Runescribe-Class-5e. Shannahan, Mark. What’s in a Giant’s Bag. https://www.dmsguild.com/product/211541/Whats-in-a-Giants-Bag. Spivey, Hannah Hayes. Additional Master Runes. https://www.dmsguild.com/product/259889/Additional-Master-Runes. Spivey, Hannah Hayes. Secrets of Rune Magic. https://www.dmsguild.com/product/260712/Secrets-of-Rune-Magic. The Loot Boss. Runemastery. https://www.dmsguild.com/product/231935/Runemastery. Walz, Rob. Player’s Guide to Runic Magic. https://www.dmsguild.com/product/301067/Players-Guide-to-Runic-Magic. Walz, Rob. Runes and Giants. https://www.dmsguild.com/product/196024/Runes--Giants. Winninger, Ray. Giantcraft. https://www.dmsguild.com/product/16851/FOR7-Giantcraft-2e. Wizards of the Coast. Unearthed Arcana: Prestige Classes and Rune Magic. https://media.wizards.com/2015/downloads/dnd/UA_Rune_Magic_Prestige_Class.pdf. Sample file 5 About three years ago, I had finished up a five-year campaign, taking characters from 1st level through 20th, in which they were ultimately successful against a time and space bending chronomancer (named…..Arglynn). We laughed, we cried, we ate a lot of chicken wings, chili, and pizza. We did a few one shots afterwards, and a couple of epilogue sessions (you know, revisiting the heroes after several years, to get together for one last great adventure type of thing). After this, I took a much needed break, to rest, recharge, and to begin to think about the next setting. I developed several ideas in the same game world, and eventually this group and a couple of others had wonderful adventures together. I took some time off to play in their game worlds, which was fun and inspiring. Afterwards, there would be times in which we would talk about the challenge of those penultimate games in that first great campaign we had together. I wanted to recapture this feeling, but in a completely different setting. We would often discuss “what if” scenarios, and one that came up a few times progressed like the old school 2nd edition Reverse Dungeon module by John Rateliff and Bruce Cordell. The players would play as the monsters! Cool. But, instead of playing goblins, the image that came to my mind was a band of frost giants being frustrated at every turn by pesky humans! The idea of playing such powerful monsters appealed to them, but of course, I was thinking, “and yet, giants aren’t the heroes in D&D….the little people who shoot them full of arrows who are!” Like I normally do, I outlined a shell for the campaign, with major encounters and plot points, layers of intrigue and multiple quests which could follow a variety of paths, and once I had the narrative ideas in place, I could begin to run the campaign, letting players dictate the pace, incidents, and encounters, and develop what I needed on the fly. We completed character generation, and I introduced the players to the options in front of them. They took right to the idea of playing such powerful PCs, and relished the thought of playing creatures with a distinctly different worldview than humans or other humanoids. I knew they would be tough to face and hard to kill, and that was going to be a fun challenge for me. However, not long after we began, I thought I must have miscalculated the game mechanics I designed for levels and abilities of the frost giant band. In their first major encounter, they killed an adult white dragon. In all my years of playing and running games, I have never, I repeat, never, had a party successfully kill a fully-grown dragon. I play dragons as cunning, efficient, and when necessary, vicious, creatures, which under most circumstances, are the apex predator in the encounter. After they killed it, and began skinning it, harvesting meat, bones, teeth, claws, organs, scales, etc., I wondered if I had it all wrong. If giants were played with the same amount of investment as players normally give to their standard characters, with levels, skills, and abilities that build and compound over time, perhaps the giants were simply too powerful to fit as PCs in the game world. While they reveled in their victory, I ran through the possibilities of the next encounters. What was I going to do? Throw three dragons at them next time? Then I realized, as long as players stayed true to the conceit of the giant, it will all work out. Giants truly believe that they are superior forms of life, given their size, abilities, past glory, and close proximity (generationally) to their Creator. In their ordning of the world, they are on top. This was the key, I realized: hubris. When players have overpowered PCs, it becomes hard for them to imagine that any creature can beat them. The players knew the basic idea was to play giants and deal with the scourge of the humans in the valley. Even though they themselves played standard PCs at the highest tier of play and knew their capabilities, when they played as giants, the giants’ size, abilities and powers helped the players “think” like giants, and this led directly back to the original spark of the game: that a group of low level humans could work together and be more than a match for these powerful and dangerous PCs! Now, I don’t want to give away the details, because at some point, I will probably write that whole adventure into a module, but let’s just say that bees can drive away a bear---and if stung enough…. Your job, as DM, is to encourage the players to relish the role of a giant, and to think the way a giant might think as they roll up their character. You must not simply play giant characters as re-skinned barbarians, for example. Read the excellent 2nd edition AD&D supplement, Giantcraft, and Rob Walz’s Sampleexcellent Runes and Giants, for details and guidance to role play a giant. Be prepared file for PCs to be able to beat almost any major beast you throw against them. 6 As they dominate their domain, bide your time and see their strengths and weaknesses. As the saying goes, “the bigger they are, the harder they fall!” In the end, your players will have a blast, and you all will gain an appreciation of just how powerful giants should be played as adversaries, and just how inventive the “monsters” in the valley can be when they must work together to survive. Don’t get me wrong---the plot of one adventure arc was to face a group of intelligent, cunning, and powerful humans in the valley and survive, not “set the players up to fail because they got cocky and were overwhelmed.” In fact, when the players faced this challenge, they carried the day, but in the course of winning, three party members died. It was some of most intense and exciting role-playing combat I have ever run. This was the first time any frost giants in their tribe had ever died at the hands of humans. In thousands of years, since the great battles of the old days, they had lost giants. They found out that giants do not respond well to resurrection magic, because Annam is a jealous god, and usually lays claim on the spirits of giants who leave this mortal coil. The fact that they lost even one giant was devastating to them. It hardened and changed them, and led to many greater adventures.
Recommended publications
  • Dragon Magazine #228
    Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up.
    [Show full text]
  • Chronomancer
    OPTIONAL GAME ACCESSORY Chronomancer Credits Design: Loren Coleman Development and Editing: Matt Forbeck Additional Assistance: Jim Butler, Andria Hayday, Bruce Heard, Steve Miller, Roger Moore, Jon Pickens, Skip Williams, and David Wise Graphic Design: Stephen Daniele and Paul Hanchette Cover Art: Alan Pollack Interior Art: Thomas Baxa, Adrian Bourne, Terry Dykstra, Jim HoUoway, Mark Nelson Typography: Angelika Lokotz Production: Paul Hanchette Sample file ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, BLACKMOOR, DARK SUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK, HOLLOW WORLD, MYSTARA, RAVENLOFT, RED STEEL, and SPELLJAMMER are registered trademarks owned by TSR, Inc. BIRTHRIGHT, COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, PLANESCAPE, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1995 TSR, Inc. All rights reserved. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materials or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI43147 Cambridge CB1 3LB USA United Kingdom ISBN 0-7869-0325-2 1st Printing, August 1995 9506XXX1501 le of Contents Introduction 3 Chapter 4: Chronomancy 39 Where This Belongs in Your Campaign .
    [Show full text]
  • Dragon #366.Pdf
    ISSU E 366 | AU G U ST 2008 TM A D ungeons® R oleplaying & D ragons Game Supplement Contents FEATURES 5 MITHRENDAIN, CITADEL OF THE FEYWILD By Rodney Thompson 5 The eladrin are some of the least understood creatures in the world, yet their culture is as deep and storied as any. Get a glimpse into an eladrin city with Mithrendain. 17 WISH UPON A STAR By Bruce R. Cordell Warlocks are a mysterious bunch, but few are as misunderstood as those of the Star Pact. 26 RITUALLY SPEAKING 26 By Peter Schaefer What caster wouldn’t want more rituals? Dig into this feature and discover a number of new ritual options. 34 TRAPPED! By Matthew Sernett What dungeon doesn’t need a good trap or three? In addition to new traps, check out the advice and information on using traps in your game. 34 41 ROSE KEEP: A RED WIZARD ENCLAVE By Bruce R. Cordell The Red Wizards were once a highly coordinated group, but those days are gone. Look inside one of the new Red Wizard enclaves here. 50 GONTAL 41 By Bruce R. Cordell and Ed Greenwood COLUMNS The Realms of 4th Edition have new life this month. The region of Gontal, previously unexplored, is detailed here. 53 CHARACTERS OF WAR 4 EDITORIAL By David Noonan Looking to start up your Scales of War 78 DESIGN & DEVELOPMENT: THE 100 YEAR LEAP campaign? Consider offering these backgrounds By Phil Athens and Bruce R. Cordell to your players for their new characters. Phil and Bruce discuss the philosophy behind the 53 Forgotten Realms timeline shift, as well as other critical 63 THE BLOODGHOST SYNDICATE decisions regarding the new Realms.
    [Show full text]
  • Arcana Unearthed: Way of the Staff
    ® MONTE COOK’S ARCANA UNEARTHED WAY OF THE STAFF A sourcebook for spellcasters By Monte Cook Additional Credits Editing and Production: Sue Weinlein Cook • Cover Illustration: Mark Zug Interior Illustrations: Toren “MacBin” Atkinson, David Hendee, Jennifer Meyer, and Sam Wood Cover and Interior Page Design: Peter Whitley • Proofreading: Mark Ashton Playtesters: Matthew Arieta, Scott Bercaw, Michele Bonelli di Salci, Julian Alexander Brevad, Sindre Buchanan, Mark Bursey, Roy Cejing Butler, Mark Byer , Tim Campbell, Michele Carter, Steven Charbonneau, Sue Cook, Brenda Copping, Bruce Cordell , Philippe Daigneault, Riccardo D’Antimi,Jesse Decker, Sam Didier , Donavan Dufault, Mylène Dumais, Matthew E. Farr, Per Ditlef Faye, Bob Fitch, Victoria Fitch, Dave Fried, Frank Gilson, Ed Goethe , Kelly Graham, Scott Hannah, Sean Hannah, Ken Heaton, Michael Heiberg, Manuel Rodriguez Jàuregui, Joseph H. Johnson, Nathan Johnson,Sample Peter Kastner, Lance Keber,file Robin Knepper, Patrick Langlois, Geof Laur, Robben Leaf, Matt Locke, Tom Lommel, Alessandro Marchetti, Mike Marohl, Marie-France Matte, Sean McLeod, Martin Ménard, Geoffrey Scott Mercer, Chris Metzen, Andrew W. Morris, Fabio Milito Pagliara, Susan Patrick, Chris Perkins, Nicolas Pevishan, Joachim Rasmussen, Brian Riley, John Schwartz, Del Shand, Nicolas Shand, Odin Runningen Skaugen, Joseph Skupniewitz, Cheryl Storm, Jeremy Storm, Pete Storm, John Sussenberger, Lisa Sussenberger, Tammy Tavener, Robert L. Trottier, Bob Tucker, and Collin White Special Thanks: Jonathan Tweet, Skip Williams, and Stephen R. Donaldson For supplemental material, visit Monte Cook’s Website: <www.montecook.com> Unearthed Arcana™ is a trademark of Wizards. Arcana Unearthed is used with permission and all rights are reserved. Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J.
    [Show full text]
  • BEYOND COUNTLESS DOORWAYS a Book of Planes by Monte Cook, Wolfgang Baur, Colin Mccomb, and Ray Vallese
    ® BEYOND COUNTLESS DOORWAYS A Book of Planes By Monte Cook, Wolfgang Baur, Colin McComb, and Ray Vallese Uses the Third Edition rules, including updated material from the v. 3.5 revision. Additional Credits Editing: Sue Weinlein Cook and Ray Vallese Production: Sue Weinlein Cook Cover Illustration: rk post Interior Illustrations:SampleKevin Crossley, file Eric Lofgren, and Tyler Walpole Cartography: Ed Bourelle Proofreading: Michele Carter Cover and Interior Page Design: Peter Whitley Playtesting: Michele Carter, Sue Cook, Bruce Cordell, Jesse Decker, Erik Mona, and Chris Perkins For supplemental material, visit Monte Cook’s Website: <www.montecook.com> Planescape® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. All rights reserved. Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights reserved. All other content is ©2004 Monte J. Cook. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This edition of Beyond Countless Doorways is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version
    [Show full text]
  • A Grand History of the Forgotten Realms
    A Grand History of the Forgotten Realms Designer & Cartographer: Brian R. James Cover & Interior Artist: Toni M. James 3rd Printing: May 25 2006 Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. The content for this game product was compiled by resources owned by Wizards of the Coast. DUNGEONS & DRAGONS, D&D, FORGOTTEN REALMS, and WIZARDS OF THE COAST are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. The Digital Marble logo is a trademark of Digital Marble, Inc. All artwork is owned by their respective authors. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. For more timelines and other juicy bits of realmslore visit our website http://www.geonomicon.com Introduction "These things also I have observed: that knowledge of our world is to be nurtured like a precious flower, for it is the most precious thing we have. Wherefore guard the word written and heed words unwritten—and set them down ere they fade... Learn then, well, the arts of reading, writing, and listening true, and they will lead you to the greatest art of all: understanding." —Alaundo of Candlekeep This chronology is the most definitive accounting of Realms history on the Internet or in print.
    [Show full text]
  • Download Bastion of Broken Souls (Dungeons & Dragons D20 3.0 Fantasy Roleplaying Adventure, 18Th Level) Pdf Ebook by Bruce Cordell In
    Bastion of Broken Souls (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure, 18th Level) by Bruce Cordell ebook Ebook Bastion of Broken Souls (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure, 18th Level) currently available for review only, if you need complete ebook Bastion of Broken Souls (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Adventure, 18th Level) please fill out registration form to access in our databases Download here >> Paperback:::: 48 pages+++Publisher:::: Wizards of the Coast (February 1, 2002)+++Language:::: English+++ISBN-10:::: 0786926562+++ISBN- 13:::: 978-0786926565+++Product Dimensions::::8.5 x 0.2 x 10.8 inches++++++ ISBN10 0786926562 ISBN13 978-0786926 Download here >> Description: The Blood of Ancient Battles RisesAn eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods.Bastion of Broken Souls is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 18th-level D&D heroes, it pits them against some of the most powerful beings in the multiverse.To use this adventure, a Dungeon Master also needs the Players Handbook, the Dungeon Masters Guide, and the Monster Manual.This adventure is the latest element in a collection of adventures designed to take characters from beginner to advanced levels of play (although no previous adventure need be played to play this one). Bastion of Broken Souls features an additional 16 pages of content for the same price as previous adventures.
    [Show full text]
  • Step 0: Approved Books
    The Wanderer’s Chronicles - Character Creation Step 0: Approved Books: Unrestricted Books: (Everything available for use) Arms and Equipment Guide o Divine [CD] PHB II [AEG] o Psionic [CPsi] Player’s Handbook 3.5 [PHB] Book of Nine Swords Dungeon Master’s Guide 3.5 Races of the Dragon [RotD] [BookNS] [DMG] (Prestige Spell Compendium [SC] Complete series books Classes/Feats/Weapons/Magic Unearthed Arcana [UA] o Warrior [CW] Items) o Adventurer [CAd] Expanded Psionics Handbook o Arcane [CArc] [XPH] Limited Books: (Either limited to certain race/class or only certain items allowed.) Book of Exalted Deeds [BXD] Magic Items Compendium Monster Manual III [MM3] Complete Mage [CMg] [MIC] Monster Manual IV [MM4] Complete Scoundrel [CSc] Magic of Incarnum [MoI] Monster Manual V [MM5] Drow of the Underdark [DU] Manual of the Planes [MotP] Planar Handbook [PlH] Draconomicon [Dcm] Miniatures Handbook Savage Species [SvS] Fiend Folio [FF] [MiniHB] Libris Mortis [LMo] Monster Manual [MM1] Lords of Madness [LMad] Monster Manual II [MM2] Restricted/DM Only Books: DMG (Everything else) Book of Vile Darkness [BoVD] DMG II Fiendish Codex 1: Hordes of the Abyss [FC1] Fiendish Codex 2: Tyrants of the Nine Hells [FC2] Step 1: Ability Scores You have 34 points to spend on stats. See page 169 in the DMG for the table. Score/Cost 9/1 10/2 11/3 12/4 13/5 14/6 15/8 16/10 17/13 18/16 Step 2: Race (See the Races Document or the listed book for modifiers. List subject to change.) Humans – Standard Dwarves Elan (XPH) Half Dragon
    [Show full text]
  • Dragon Magazine #220
    Issue #220 SPECIAL ATTRACTIONS Vol. XX, No. 3 August 1995 Stratagems and Dirty Tricks Gregory W. Detwiler 10 Learn from the masters of deception: advice for DMs Publisher and players. TSR, Inc. The Politics of Empire Colin McComb & Associate Publisher 16 Carrie Bebris Brian Thomsen Put not your faith in the princes of this Editor world achieve victory in the BIRTHRIGHT Wolfgang Baur campaign through superior scheming. Associate editor Dave Gross Hired Killerz Ed Stark 22 Meet Vlad Taltos, and see how assassins can play a Fiction editor crucial role in any RPG. Barbara G. Young Art director FICTION Larry W. Smith Hunts End Rudy Thauberger Editorial assistant 98 One halfling and two thri-kreen reach the end of the road. Michelle Vuckovich Production staff Tracey Isler REVIEWS Role-playing Reviews Lester Smith Subscriptions 48 Lester examines PSYCHOSIS: Ship of Fools* and other Janet L. Winters terrifying RPGs. U. s. advertising Eye of the Monitor David Zeb Cook, Paul Murphy, and Cindy Rick 63 Ken Rolston U.K. correspondent BLOOD BOWL* goes electronic, the computer plots against and U.K. advertising you in Microproses Machiavelli, and we take another look Carolyn Wildman at Warcraft. From the Forge Ken Carpenter 128 Whatever happened to quality painting? A few words about neon paint jobs. DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S.
    [Show full text]
  • 25109-Sample.Pdf
    Sample file MANUAL OF THE PLANES Jeff Grubb, Bruce R. Cordell, David Noonan ADDITIONAL DESIGN ART DIRECTOR Andy Collins, Monte Cook, Steve Dawn Murin Miller, Rich Redman, Sean K Reynolds, Jennifer Clarke Wilkes, Skip Williams, COVER ILLUSTRATION James Wyatt Arnie Swekel EDITORS INTERIOR ILLUSTRATIONS David Noonan, Jennifer Clarke Wilkes Matt Cavotta, Monte Moore, Wayne Reynolds, Darrell Riche, CREATIVE DIRECTOR David Roach, Arnie Swekel Ed Stark GRAPHIC DESIGNERS PROJECT MANAGER Sherry Floyd, Dawn Murin Justin Ziran CARTOGRAPHER PRODUCTION MANAGER Chas DeLong Todd Gamble BUSINESS MANAGER TYPESETTING Anthony Valterra Erin Dorries Playtesters: Jason Carl, Michele Carter, Andy Collins, Monte Cook, Bruce Cordell, Cameron Curtis, Jesse Decker, David Eckelberry, Cory J. Herndon, Gwendolyn FM Kestrel, Toby Latin, Will McDermott, Rich Redman, Thomas M. Reid, Steve Schubert, Chris Thomason, Jennifer Clarke Wilkes, Penny Williams, Skip Williams. Resources: This book is built from the bones of giants. From the initial planar visions of Gary Gygax and Dave Sutherland, through Jeff Grubb’s original, almost-talmudic Manual of the Planes, with its contributions by Roger Moore and Ed Greenwood, to the vibrant Planescape work of David Cook, Colin McComb, Michele Carter, and Monte Cook, the planes have been an ever-evolving cosmology. Other resources for this work include the new Forgotten Realms® Campaign Setting by Ed Greenwood, Skip Williams, Sean K Reynolds, and Rob Heinsoo; Dragon® Magazine #272 "The King and Queen of Dragons" by Skip Williams; Guide to the Ethereal Plane by Bruce R. Cordell, Psionics Handbook by Bruce R. Cordell; Tangents by Bruce R. Cordell; Tome and Blood by Bruce R. Cordell and Skip Williams.
    [Show full text]
  • Savage Coast
    Campaign Book Characters of the Savage Coast Based in part on the "Princess Ark" series by Bruce Heard and partially derived from the work of Merle and Jackie Rasmussen. Copyright © 1996 TSR, Inc. All Rights Reserved. Made in the U.S.A. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, D&D, DRAGON, DUNGEON MASTER, AD&D, MYSTARA, MONSTROUS COMPENDIUM, and RED STEEL are registered trademarks owned by TSR, Inc. MONSTROUS MANUAL, SAVAGE COAST, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork printed herein is prohibited without the express written permission of TSR, Inc. TSR, Inc. TSR Ltd. 201 Sheridan Springs Road 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge, CB1 3LB U.S.A. United Kingdom 2521XXX1501 ISBN 0-7869-0379-1 Table of contents Player Characters ................................................. 3 Basic Effects of the Curse ................................. 58 Character Races ................................................... 3 Origins of the Curse ......................................... 58 New Character Races .......................................... 5 Removing the Red Curse ................................. 61 Creating a Character ........................................... 9 The Magical Substances .................................... 62 Character Kits ................................................. 14 Effects of the Red Curse ................................... 64 Chapter Overview ............................................
    [Show full text]
  • Chronomancy Spells the Following Spells Are Usually Considered Chronomancy
    Chronomancy Rules Summary New Feats New Feats Prerequisites Avoid Paradox - Chronomancer Special Chronomancy Item Focus any one item creation feat, must have created a chronomancy item Ritual Focus - Time Sensitive - Paradox Feats Prerequisites Magic Item Cost Alacrity Expeditious Retreat 4,000 gp Celerity haste, expeditious retreat, Alacrity 16,000 gp (includes Alacrity) Oracle 2nd level spells 6,000 gp Tactician contingency 14,000 gp True Sight - 2,000 gp Ritual Chronomancy Basic Ritual Check: d20 + time magic score + charisma modifier Base Difficulty Sending Ritual 15 Retrieval Ritual 10 Figment Ritual 10 Other Ritual Bonuses Check Modifier Ritual Focus Feat +2 bonus Masterwork Chronomancy Focus +1 enhancement bonus Magic Chronomancy Focus +1 to +5 enhancement bonus Extended Ritual +1 per minute (maximum: +10) Mass +1 per 25 lbs (rounded down) Range Modifiers Touch +0 Close +2 Medium +5 Long +10 Unlimited +15 Other Modifiers DC Modifier Anchoring +5 Displacement +5 Capturing +5 Using a Pattern Scroll +5 Chronomancy Spells The following spells are usually considered chronomancy. These spells are all on the sorcerer / wizard spell list. At the end of the list is a collection of spells not on the Sorcerer / Wizard spell list that might appear on another arcane spell caster’s spell list (a bard for example) that would also be considered chronomancy. Key * Spell can be found in Core Rulebook I. 1 Spell can be found in Necromancy: Beyond the Grave. 2 Spell can be found in Seas of Blood: Fantasy on the High Seas, published by Mongoose Publishing. Cantrip Chronomancy Spells Echo of Past State. Retrieve the knowledge of a remnants Daze*.
    [Show full text]