SAVAGE TIDE in the FORGOTTEN REALMS by Eric L
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Magmin Blazer Gazer Stirge Magma Mephit Mud Mephit Kobold Taunter
Magmin Blazer Magma Mephit Mud Mephit Stirge Level 5 ✦ Elemental • Fire Level 5 ✦ Elemental • Fire • Earth Level 5 ✦ Elemental • Aquatic • Earth Level 3 ✦ Vermin Attacks Attacks Attacks Attacks AC M AC M AC M AC M 18 Fiery Touch: +10 vs. Reex; 10 re damage AND 20 Claw: +12 vs. AC; 10 damage. 20 Claw: +12 vs. AC; 10 damage. 19 Proboscis: +9 vs. AC; 5 damage AND 5 ongoing re damage (save ends). c Ignan Breath: (blast 3) +10 vs. Reex; 10 Fire r Mud Slinger: (range 3) +10 vs. Fortitude; 5 ongoing damage (save ends). FORT FORT damage + 5 ongoing re damage. Hit or miss, FORT Immobilized (save ends). FORT 16 18 each square adjacent to this creature gains smoke 18 14 REF REF terrain until the start of its next turn. REF REF 16 16 16 16 WILL Powers WILL Powers WILL Powers WILL Powers 16 Immune Fire 16 Resist 15 Fire 16 Disguise Self: Use during Setup. This creature is 14 Swooper: +5 attack when charging a non-Flying Blaze of Glory: Immediate action, on this creature’s Magma Tube: Move action: Move up to invisible until it resolves an attack. target. Death Burst: Immediate action, whenever turn: Each adjacent ally and each adjacent enemy current speed with Burrow Blood Siphon: Use at the end of this creature’s turn: SPEED SPEED Vesuvian Burst: Immediate action, whenever SPEED destroyed: Each adjacent ally and each adjacent SPEED One adjacent enemy with ongoing damage takes takes 20 re damage. Then, destroy this creature. enemy are Slowed. 5 F5 destroyed: Each adjacent ally and each adjacent B5 F6 5 damage. -
The Shackled City Adventure Path (5Th Edition)
The Shackled City Adventure Path (5th Edition) Conversion Guide Introduction: Originally published in Dungeon® Magazine, the Shackled City Adventure Path is a series of adventures for 3rd Edition DUNGEONS & DRAGONS®. It was subsequently updated to 3rd Edition (v.3.5), bundled, and sold in hardcover. I picked it up in 2007 and ran the entire campaign for a superb team of players over seven years. When everything was said-and-done, the consensus was that no campaign in our combined 100+ year D&D gaming careers came close to the detail, intrigue, and immersion offered by this adventure path. My new 5th Edition group really wanted to give the campaign a try, so I decided to convert the adventure path. A several hundred-hour adventure for 1st–20th level characters by Roy Simpson ([email protected]) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.Sample Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permissionfile of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. -
Dragons of Faerûn Spreadsheet
Dragon CR Status Gender (Class) Age Kind Lair / Domain Details / Fate Source Aaronarra 19 Living Male old copper W High Moor Elminster's Ecologies: The High Moor 28 Adamarondor 24 Living Male ancient gold Wanders (steed of the Polyhedron #108 6 Magister) Aeglyl Dreadclaw 15 Living Male old fang Cormyr Elminster's Daughter 337 Aerihykloarara — Dead Female old white Unknown Slain by Kauth Dragon #244 57 Aerosclughpalar, 26 Living Male druid 11 old gold Tall Trees, High Forest The Savage Frontier 8, Mintiper's "Gildenfire" (Mielikki) Chapbook, Champions of Valor 78 Aghazstamn — Disembodied Male wyrm blue Unknown Slain by Shandril Cult of the Dragon 24, 26 dracolich Shessair Agoshyrvor, "The — Dead Male young green Cormanthor Fall of Myth Drannor 31 Verdant" Agrelia 15 Living Female adult silver Chondalwood, Chondath Swords of the Iron Legion 36 Agyrtclughwaur — Dead Female wyrm green Forest of Wyrms Serpent Kingdoms 105 Alaerurrgos 3 Living Female wyrmling bronze The Wealdath, Tethyr Lands of Intrigue: Amn 53 Alasklerbanbastos, the 28 Dracolich Male great blue Dragonback Mountain, Code of the Harpers 37, Cult of the "Great Bone Wyrm" wyrm Riders in the Sky Mountains Dragon 53, Lost Empires of Faerun 62, 63 Alglaudyx — Destroyed Male wyrm black The North Code of the Harpers 27, Cult of the dracolich Dragon 26 Alhazmabad 23 Living Male wyrm copper Lurath, Pirate Isles Pirates of the Fallen Stars 63 Alrue Crownshield 13 Living Female adult song The Wyrmworks, Dragon #322 85 Silverymoon Altagos 10 Living Male young brown Wyrmwell, Starspire -
Foreword Spoilers!!!
back to the origins of this adventure path. It predates my FOREWORD work on the Lost Lands, it predates my time with Frog God Games, and in many ways it predates my time as a Welcome to the Aegis of Empires designer notes. This professional writer. It goes all the way back to 1988 when ungodly huge document was what I sent to the poor writers TSR released a hardback game book that blew my young that I hired to author the six adventures of the adventure mind: Greyhawk Adventures by Jim Ward. The book came out path… er, five adventures actually, but more on that later. during that weird quasi-transition from 1st Edition to 2nd Yes, it’s almost 30,000 words and 48 manuscript pages as I Edition and was rather scattered in its contents: some class type it here on a Word document, though I’m sure that will stuff, the concept of deities’ avatars, some new monsters, change in the layout process. But here it is in all its glory key NPCs of the Greyhawk setting, a bunch of new spells, for you to peruse at your leisure. And it leaves me with one but most importantly—for me at least—were descriptions burning question: Why? of legendary locations in the Greyhawk setting. I became hooked on those few paragraphs provided for each, reading and rereading them again and again. One place that I My poor authors certainly weren’t thrilled to receive a couldn’t get out of my head were the Pits of Azak-Zil… 40+ page outline to review before they could get started a haunted meteor crater, filled with the ghosts of dwarf on writing their adventures. -
Medieval Fantasy Mechs Powered by Steam, Magic, Or the Labor of a Thousand Slaves
MEDIEVAL FANTASY MECHS POWERED BY STEAM, MAGIC, OR THE LABOR OF A THOUSAND SLAVES ™ MEDIEVAL FANTASY MECHS POWERED BY STEAM, MAGIC, OR THE LABOR OF A THOUSAND SLAVES Medieval Fantasy Mechs After an age of destruction, the Second Age of Walkers is now at hand. Explore the ruins of the surface world in sturdy iron mechs powered by steam, magic, or the labor of a thousand slaves! A New Frontier for Fantasy d20 This rulebook introduces not just a new world but the fi rst comprehensive d20 treatment of fantasy mechs. Built on the foundation of a traditional fantasy campaign, DragonMech is easy to integrate into any ongoing game, or it can be used on its own. It features extensive rules for fantasy mechs powered by machinery, magic, and manual labor, fully integrated with a host of new classes, feats, skills, and items specially designed for a mech-based fantasy campaign. Requires the use of the Dungeons & Dragons Player’s Handbook, published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision. Sword & Sorcery books are published under the Open Game License and are 100% compatible with v.3.5 rules and the d20 System. ISBN 1-58846-988-3 WW17600 $34.99 U.S. www.goodman-games.com www.swordsorcery.com www.superunicorn.com WW 17600 CHPT. # «1» 9 plate 2 The heroes of DragonMech include the traditional classes as well as those who build and pilot mechs. plate 1 The standard races are well represented in the land of Highpoint. CHPT. -
Player's Guide
Player’s Guide Player’s Guide Design: James Jacobs n the Savage Tide Adventure Path, your Additional Design: Jason Bulmahn characters are destined to face a wide range of Developer: James Jacobs Idangerous monsters, hostile terrain, murderous Editors: James Jacobs, Erik Mona, James Sutter organizations, and sinister magic. Yet before you Art Director: Sean Glenn set off , you’ll need to know where your character is Graphic Designer: Drew Pocza from. This campaign begins in the exotic port city of Cover Artist: Todd Lockwood Sasserine, and it is here that the foundations of your Illustrations: Ben Wootten character will be laid. The City of Sasserine is perched Cartographer: Robert Lazzaretti on the edge of the known world, the last stop before Prepress Manager: Kelly O’Brien the endless expanse of the Amedio Jungle. It is a hub of Production Manager: Jeff Alvarez trade, and home to more than fi � een thousand souls, Publisher: Erik Mona a bastion of civilization in a realm haunted by piracy, Paizo CEO: Lisa Stevens disease, violent weather, and monsters. Based on the original Dungeons & Dragons rules Further details on Sasserine are provided for the created by Gary Gygax and Dave Arneson and the new DM in Dungeon #139, which also kicks off the new Dungeons & Dragons game designed by Jonathan Savage Tide Adventure Path. This campaign assumes Tweet, Monte Cook, Skip Williams, Richard Baker, and your starting character is a Sasserine native, and as Peter Adkison. such you can expect to know a fair amount in advance about the city. This booklet presents everything you’ll This game product contains no Open Game Content. -
Dooming Your Dungeon
DOOM-ing Your Dungeons. Lessons in Dungeon Design from Video Games. Sample file By: Irene D. B. DOOM-ing Your Dungeons. The essay you are about to read is the Credits culmination of almost twenty years of my life experiences. It is not a magnum opus, but my Written & Laid Out by: Irene D. B. first foray into codifying a philosophy that I have been bouncing around in my head for Interior & CoverArt by: Irene D. B. the past two years. That philosophy is that our dungeon design can only be improved by Cartography by: Irene D. B. understanding the language of the similar field of level design for video games. John Romero Quotes provided by: Tiogus of Helldorado The most clear example of the intersection of these two fields can be found by looking no further than the work of Jennell Jaquays. Not only is she considered one of the best dungeon designers, with herDark Tower adventure being nominated for the 1979 H.G. Wells Award for Best Role-playing Adventure, but she also has a very successful career as a video game level designer. This is no accident. I hope that you come away from this essay with a new eye when it comes to designing Sampleyour dungeons file 2 Using This PDF You know what’s wonderful? Technology is wonderful. We’ve gone from painting on walls to using light and subatomic particles to share information. And it is thanks to these innovations in technology that we are able to click on hyperlinks in our PDFs. So, whenever you see textLike This that means you can click on the text and it will take you somewhere. -
Bestiary of the Realms: Volume 2
Bestiary of the Realms: Volume 2 by Thomas M. Costa and Eric L. Boyd Art by Noëlle Triaureau Editorial assistance from Joe “Warlockco” Weber A NOTE FROM THE AUTHORS Welcome to volume two of the Bestiary of the Realms. As this is our second volume, you’ll find several score new or converted monsters, as well as a few different interpretations of monsters that have already been converted. A word of caution, just as many official 3E and 3.5E monsters did not slavishly follow earlier write-ups of those monsters, neither do the monsters herein. Instead, we did our best to consider all sources, hopefully make full and creative use of the 3.5E rules (including non-core WotC books), and in many cases add a little bit here and there to many of the monsters, even if it was in only adding or updating their Realms lore. A few have even been renamed. One last note, we’ve done our best to include source references for all things where appropriate, except those found in the three core rulebooks or Expanded Psionics Handbook. Until then, Sword High! – Thomas M. Costa and Eric L. Boyd ABOUT THE AUTHORS Thomas M. Costa is a senior analyst with the Government Accountability Office. He has been a contributor to several Wizards of the Coast products including Demihuman Deities and Races of Faerûn, and is the author of several Dragon Magazine and Wizards of the Coast website articles. He can be reached at [email protected]. Eric L. Boyd is a software designer and freelance game designer. -
Visions Visions
CC07 Special Edition Release Gothic Visions BY TIMOTHY K. WICKHAM WITH THE LEGENDARY GAMES ARTISTS FOREWARD BY CLARK PETERSON MAKE YOUR GAME LEGENDARY! An illustration book designed to enhance any horror-themed game but especially for use with Legendary Games’ line of Gothic Adventure Path Plug-Ins. Gothic Visions contains full-page and half-page print-ready illustrations from every Gothic Adventure Path product for use as visual aids when running our adventures or using our products in conjunction with campaigns of your own design. • 3 • Credits • 4 • An Old School Halloween Present BY CLARK PETERSON • 5 • Welcome to Adventure Path Plug-Ins BY JASON NELSON • 6 • Treasury of the Macabre ART by COLBY STEVENSON • 12 • DITION RELEASE Gothic Heroes: Pregenerated Characters E ART by HUGO SOLIS; CARTOGRAPHY by ROB LAZZERETTI PECIAL • 22 • S The Murmmuring Fountain ART by COLBY STEVENSON; CARTOGRAPHY by ROB LAZZERETTI • 26 • GOTHIC VISIONS: The Fiddler’s Lament ART by COLBY STEVENSON HAM K • 30 • Tomes of Ancient Knowledge HY K. WIC T ART by COLBY STEVENSON TIMO • 34 • Construct Codex ART by COLBY STEVENSON anD JASON JUTA • 42 • Bios • 43 • Legal ©2012 Legendary Games. Permission granted to photocopy this page for personal use only. Gothic Visions Credits Author: Timothy K. Wickham Layout and Design: Timothy K. Wickham Art: Jason Juta, Hugo Solis, Colby Stevenson Cartography: Rob Lazzaretti Foreward: Clark Peterson Legendary Games Team Members: Clinton Boomer, Jason Nelson, Neil Spicer, Greg A. Vaughan and Clark Peterson Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff and to all the authors of the amazing Carrion Crown Adventure Path! About Legendary Games Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer Games, Inc. -
Living Forgotten Realms Campaign Guide Explains How to Beyond
LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters. -
Dungeon Magazine #125.Pdf
#125 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM Joachim Barrum THE THREE FACES OF EVIL By Mike Mearls Clues discovered in Diamond Lake lead to the Dark Cathedral, a forlorn chamber hid- den below a local mine. There the PCs battle the machinations of the Ebon Triad, a cult dedicated to three vile gods. What does the Ebon Triad know about the Age of Worms, and why are they so desperate to get it started? An Age of Worms Adventure Path scenario for 3rd-level characters. Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 1 DUNGEON 125 Supplement Theldrick Ragnolin Eva Widermann Dourstone Eva Widermann Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 2 DUNGEON 125 Supplement The Faceless One Grallak Kur Eva Widermann Steve Prescott Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 3 DUNGEON 125 Supplement Steve Prescott Horshoe Area 17 Caverns 5 ft. Area 14 Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 4 DUNGEON 125 Supplement Caves of Erythnul 12 N KKKK 13 A G 18 A 14 17 15 16 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Grimlock Cavern 19 up 18 20 down N 21 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. -
Deity Do's and Don'ts
A FAITHS AND PANTHEONS WEB ENHANCEMENT BY SEAN K REYNOLDS Deity Do’s and Don’ts of walls, looted of their items, and locked in dungeons to make arti- facts. These beings are deities for a reason, so introduce them into your campaign after careful consideration and in particular circum- stances. This free supplement to Faiths and Pantheons helps guide you through this process. To use this web enhancement, you must already have Faiths and Pantheons. This bonus material is exclusive to the official FORGOTTEN REALMS website: <www.wizards.com/forgottenrealms>. aiths and Pantheons by Eric L. Boyd and Erik Mona offers fan incredible amount of information on the primary deities of the FORGOTTEN REALMS® Campaign Setting, Using Deities in the including hit points, attacks, saving throws, and other abil- ities in a format similar to the MONSTER MANUAL’s. At first glance, one might expect to treat deities in a FORGOTTEN REALMS Forgotten Realms campaign like any other monster—brought in to harass and fight For most creatures in Faerûn, the deities are distant, immensely the heroes. Otherwise, why include that combat information? powerful beings to be feared, respected, and worshipped, but never In truth, the deities of Faerûn are much more than very power- seen or spoken to. The vast majority of people will never see a deity, ful monsters and should be treated as such. Epic-level characters let alone speak to one. To them, a deity’s presence is felt through the who have an easy time slaying dragons and the tarrasque should not mortal church and servants of that church.