High-Level Campaigns Sample File

Total Page:16

File Type:pdf, Size:1020Kb

High-Level Campaigns Sample File Advanced Duneeons&DraeonWORLDS OF ADVENTURE Rulebooks DUNGEON MASTED® Option: High-Level Campaigns by Skip Williams 4^ §m Sample file TSR, Inc. TSR Ltd. 201 Sheridan Springs Road 120 Church End Lake Geneva Cherry Hinton Wl 53147 Cambridge CB1 3LB USA United Kingdom Credits Design: Skip Williams Editing: Jim Butler Typography: Angelika Lokotz Graphic Design: Dee Barnett Graphic Coordinator: Paul Jacquays Production: Paul Hanchette Art Coordinator: Peggy Cooper Cover Art: Jeff Easley Interior Art: Eric Hotz, Ken Frank, Stephan Peregrine Proofreading: Leonard McGillis Special Thanks To: Jon Pickens, John Rateliff, Jean Rabe, and Deneen Olsen. ADVANCED DUNGEONS & DRAGONS, AD&D, DARK SUN, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, and TSR are registered trademarks owned by TSR, Inc. DM, ENCYCLOPEDIA MAGICA, MONSTROUS MANUAL, PLANESCAPE, PLAYER'S OPTION, RAVENS BLUFF, 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. Page 117 shows two miniatures engaged in a spell duel. The miniatures are produced by Ral Partha Enterprises, 5938 Carthage Court, SampleCincinnati, OH 45212 file. 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 material or artwork contained herein is prohibited without the express written permission of TSR, Inc. 2156XXX1501 ISBN 0-7869-0168-3 First Printing, August, 1995 Printed in the United States of America. Foreword Utter the words "high-level character" to just about any group of AD&D® game fans and you are certain to get a strong reaction. Veteran players often shake their heads in disgust, but there are a few whose eyes gleam with fond memories. Referees often look pained or con- fused. Everyone, it seems, has an opinion about high-level play. If you are a fan of high-level campaigns, there is very little I can say about this book. You have probably already thumbed through the pages, lingering over the choicest bits. Perhaps you've studied the rules and tables of legendary monsters in Chapter 2 or considered the pos- . sibilities that the new character powers from Chapter 7 can bring to your game. Enjoy! If your opinion of high-level play is lukewarm or worse, you might be wondering why I wrote this book at all. I'll share a secret with you. Before I started this book, I wasn't any too fond of high-level play either. My mind began to change, however, as I began planning the '; book and talking to people about what it should contain. Although high-level play can be diffi- cult, I learned that there have been plenty of successful high-level campaigns over the years. Along the way, I began thinking about an old character I once played: Ellis Strongheart. Ellis began life as a 1 st-level ranger full of spunk, and he wound up as a the lord of a huge castle. : Ellis had a list of powerful enemies as long as your arm and an equally long list of allies, including a time-traveling dragon and a host of servants and retainers. The campaign that gave birth to Ellis is long gone, but Ellis is now firmly ensconced in my own campaign as an NPC The players in my game are strangely attracted to Ellis (lesser mortals call him Lord Strong- heart). Ellis is very much a viable character, with a long history and an enigmatic reputation. To me, Ellis is proof that high-level play can be worthwhile, even if it does get rather wild. This book's first chapter, The Seven Maxims, discusses what DMs have to do to make sure their campaigns stand up to the rigors of high-level play. All campaigns require work, but high- level games require a special touch, and it is the lack of that knowledge that causes many high-level games to go astray. If yoSampleu have tried a high-leve file l game and failed, the material in the first two chapters should help you avoid critical mistakes. The rest of the book provides ideas for keeping a game-and its player characters—fresh. There are rules and suggestions for building adventures and whole new worlds, conducting magical duels, and making magical items. Two chapters are worth special note: Chapter 6, True Dweomers, and Chapter 7, High- Level Characters. Both of these chapters introduce new powers into the game. True dweomers are essentially lOth-level spells. I included them not just to satisfy power gamers, but to allow high-level spellcasters to create world-shaking magic. When the rules are used properly, the casting of a single true dweomer can keep a group of PCs busy for a long time. Chapter 7 includes some hard-and-fast rules about what characters can do. In it there is a revised rule for automatic failure of saving throws—something that places a little fear back into high-level character's lives—and a host of new powers. Don't be put off by these new abil- ities; their purpose is twofold: First, they give players something to look forward to. No longer do high-level characters simply accumulate more hit points once they reach 9th or 10th level. Second, they put truly epic abilities into the hands of player characters. These new powers are not going to allow PCs to lay waste to the countryside, but using one indisputably marks a character as a legendary figure. That's what high-level play is all about. Skip Williams April, 1995 Table of Contents Chapter 1: Chapter 3: The Seven Maxims 6 Spells and Magical Items 68 Don't Depend on the Dice 7 Daily Recovery of Spells 68 Intelligent Adversaries 10 Additional Comments on Spells Consider the Opponent's Intelligence 10 and Magical Items 69 Review the Creature's Weaknesses 11 Wizard Spells 69 Review the Creature's Strengths 11 Priest Spells 76 Handling Defeat 12 Magical Items 79 Minimizing Personal Risks 16 Bad Guys Don't Fight Fair 17 Chapter 4: Control Magic 17 Creating Magical Items 86 Use Magical Items 18 Holy Water 86 Magic is Tempting 18 Creating Magical Items 87 Remove Unwanted Magical Items 18 Requirements 87 Spell Memorization and Acquisition 18 Creating the Item 90 Magic's Limitations 20 Enchanting the Item 90 Magic Shops 20 Item Details 92 Be Aware of Demographics 21 Recharging Items 93 Think on an Epic Scale 22 Success and Failure 93 Heroes are not Anonymous 22 Values for Cursed and Nonstandard Items 94 Heroes Deserve Heroic Tasks 22 Examples of Magical Item Creation 94 Far-reaching Impact 23 Plan Ahead 24 Chapter 5: Create Villains Who Learn 24 Magical Duels 96 Consequences 24 Creating the Arena 96 Fame and Infamy 26 Arena Physics 97 Balancing Act 27 Conducting the Duel 97 Share Responsibility 27 Determining Advantage 97 Garner Interest 27 Spells in the Arena 98 Goals Sample28 file Spell Movement and Combat 100 Allies and Enemies 28 Character Movement and Combat 103 Personality 29 Special Notes 104 Magical Items and Preexisting Spells 104 Chapter 2: Specialist Wizards 105 Adventures 30 The Spoils of Victory 105 Common Mistakes 30 The Role of the Mediator 107 Plots 35 Special Dueling Characteristics 108 Types of Encounters 36 Mental or Debilitating Attacks 108 Linking Adventures 40 Creature-Summoning Spells 108 Planning Combats 42 Reversible Spells 108 World Hopping 44 Teleportation 108 Types of Worlds 44 Individual Spells' Special Abilities 108 Properties of Worlds 45 An Example of Magical Dueling 116 Chronological Aspect 46 Magical Aspect 46 Chapter 6: Technological Aspect 51 True Dweomers 118 Ecological Aspect 52 Requirements 119 Quirks 53 Knowledge 119 Monsters 56 Materials 119 Altering Monsters the Easy Way 57 Preparation 119 Ability Scores for Monsters 57 Approval 119 Legendary Monsters 59 Creating the Spell 119 Powers 62 Abjuration 121 Table of Contents Alteration 123 Table 3: Magical Ratings 47 Conjuration/Summoning 124 Table 4: Technological Ratings 52 Enchantment/Charm 125 Table 5: Ecological Ratings 54 Divination 126 Table 6: Monster Strength Scores 58 Illusion/Phantasm 127 Table 7: Monster Dexterity Scores 58 Evocation/Invocation 127 Table 8: Monster Constitution Scores 58 Necromancy 129 Table 9: Monster Intelligence Scores 59 Material Components 130 Table 10: Monster Wisdom Scores 59 Special Conditions 132 Table 11: Monster Charisma Scores 61 Preparing the Spell 133 Table 12: Legendary Monsters 61 Final Difficulty 133 Table 13: Breath Weapons 62 Casting the Spell 133 Table 14: Disease 63 An Example of True Dweomer Creation 134 Tablel5: Fear Effects 63 True Dweomers in Play 134 Tablel6: Crush Attacks 63 True Dweomers in Magical Duels 135 Table 17: Wounding Effects 65 True Dweomers and Quest Spells 135 Table 18: Enhanced Melee Damage 65 Known True Dweomers 136 Table 19: Enhanced Movement 66 Table 20: Gaze Weapons 66 Chapter 7: Table 21: Magic Resistance 66 High-Level Characters 142 Table 22: Regeneration Rates 66 Saving Throws 142 Table 23: Magical Item Creation 89 Automatic Saving Throw Failure 142 Table 24: Typical Experience Point Values 93 Saving Throws by Caster Level 144 Table 25: Spell Interactions 99 Saving Throw Penalties by Caster Level 144 Table 26: Spell Movement 99 Attack Rolls 144 Table 27: Character Power Scores 101 Skills for High-Level Characters 144 Table 28: True Dweomers 120 Warriors 146 Table 29: Areas of Effect 130 Fighters Beyond 20th Level 146 Table 30: Animated Objects 130 Rangers Beyond 20th Level 147 Table 31: Ranges 131 Paladins Beyond 20th Level Sample147 Table file32: Durations 131 Skills for High-Level Warriors 147 Table 33: Preparation and Casting Times 132 Wizards 156 Table 34: Difficulty Adjustments 132 Wizards beyond 20th Level 156 Table 35: True Dweomer Spell Types for Skills for High-Level Wizards 157 Magical Duels 135 Priest 159 Table 36: Saving Throws by Caster Level or Hit Dice .
Recommended publications
  • Dragon Magazine #127
    CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions.
    [Show full text]
  • Ars Magica 4Th Edition Are 1-887801-55-3 (Softcover) and ISBN 1-887801-56-1 (Hardcover)
    Ars MagicaTM TheThe ArtArt ofof MagicMagic Fourth Edition ChartingCharting NewNew RealmsRealms ofof Imagination™Imagination™ Ars Magica, Fourth Edition C REDITS Development, Editing, Layout, and Project Management: Jeff Tidball Development, Editing, and Layout: John Nephew Fourth Edition Design Contributions: Bill Brickman, Bob Brynildson, David Chart, Nicole Lindroos Frein, Geoffrey Grabowski, Peter Hentges, Lydia Leong, Marc Philipp Messner, John Nephew, Chris Pramas, Wade Racine, Roderick Robertson, John Snead, Jeremy Strandberg, Jeff Tidball, and Robbie Westmoreland. Original Ars Magica Design: Jonathan Tweet and Mark Rein•Hagen Contributing Authors: Shannon Appel, Bill Brickman, David Chart, Sam Chupp, Ken Cliffe, Christopher Earley, Chris Frerking, Geoffrey Grabowski, Kevin Hassall, Peter Hentges, Lydia Leong, Aaron Link, Dave P. Martin, John Nephew, Wade Racine, Mark Rein•Hagen, Carl Schnurr, John Snead, Jeremy Strandberg, Jeff Tidball, Jennifer Clarke Wilkes, and Travis Lamar Williams. Journal of Antoninus of Jerbiton: David Chart Interior Art: Dave Allsop, Neil Edwards, Josh Hoops, Eric Hotz, Janine Johnston, Alexis Liosatos, William O’Connor, Dom Reardon, John Scotello, and Jock Simpson. Cartography: Eric Hotz Wizards of the Coast Fourth Edition Developer: Wade Racine Wizards of the Coast Fourth Edition Contributions: Steve Bishop, Bob Kruger, and Jennifer Clarke Wilkes. Special Thanks: Peter Adkison, Bill Brickman, Bob Brynildson, Jerry Corrick, Woody Eblom, Lydia Leong, Clay Luther, Susann Lyon, Paul Nurnberger, and Jonathan Tweet. Playtest Coordinators: Bill Brickman, Bob Brynildson, Timothy Carroll, David Chart, Chris Daianu, Jeremiah Genest, Damelon Kimbrough, Scott Lien, Marc Philipp Messner, and Robin Steeden. Playtesters: Bill Brickman Playtesters (Philadelphia): Paul Curtis, Tamara Duran, Erik Hanson, Leonard McCain, Stephen Mulholland, and Christopher Page. Bill Brickman Playtesters (Los Angeles): Tavis Allison, St.
    [Show full text]
  • The Dalelands
    The Dalelands Table of Contents Introduction ..................................................................................................................... 2 Chapter One: The Dalelands ................................................................................................... 3 Chapter Two: The Dales ...................................................................................................... 11 Archendale ...................................................................................................... 12 Battledale ...................................................................................................... 16 Daggerdale ...................................................................................................... 19 Deepingdale ................................................................................................... 22 Featherdale ...................................................................................................... 26 Harrowdale ...................................................................................................... 28 The High Dale ................................................................................................ 31 Mistledale ...................................................................................................... 34 Scardale ......................................................................................................... 38 Shadowdale .....................................................................................................
    [Show full text]
  • Dragon Magazine #150
    SPECIAL ATTRACTIONS Issue # 150 Vol. XIV, No. 5 A Taste of Horror: October 1989 11 If you hunt for nightmares, they will surely find you. Publisher The Dragons Bestiary Stephen Inniss Mike Cook 12 In the lands of the mind flayers live their more monstrous relatives Editor The Sunset World Stephen Inniss Roger E. Moore 18 Illithids welcome all strangers to their homeworld with open tentacles. Assistant editor Fiction editor Fangs Alot! The editors Anne Brown Barbara G. Young 28 A Halloween issue without vampires is like a day without sunshine: the revised AD&D® 2nd Edition vampire! Editorial assistant Kimberly J. Walter The Well-Rounded Monster Hunter Dean Shomshak 32 Cthulhu doesnt scare me. I have a degree in art design! Art director Paul Hanchette OTHER FEATURES Production staff Kathleen C. MacDonald Nobody Lasts Forever David Edward Martin Gaye OKeefe Angelika Lokotz 47 All good things must end (sometimes) in the MARVEL, SUPER HEROES game. Subscriptions U.S. Advertising Janet L. Winters Sheila Gailloreto The Serpent of Aledorn fiction by John P. Buentello 52 If a sorcerer creates a monster, he does it for a reason. U.K. correspondent and U.K. advertising Role-playing Reviews Ken Rolston Sue Lilley 60 Looking for new adventures? Here are five that make the search worthwhile. The Role of Computers Hartley, Patricia, and Kirk Lesser 68 Create a world, govern a nation, or whack monsters with your trusty axe all on your home computer. Darkest Secrets Marcus L. Rowland 78 There are some things your TOP SECRET/S.I. agent doesnt know even about himself.
    [Show full text]
  • City of Skulls
    Dorakaa: City of Skulls Sample file 1 Palace of Iuz 8 The Jade Streets 15 Shinzinen's (Drow debauch tyostelry) 2 Boneheart Citadel 9 The Iron Barracks 16 "The Smoke" (Smithing & Fiery magics) 3 Archmage Null's Tower 10 Kaquizel's Tower 17 The Armory (Fornorian & Fiend guards) 4 The Legion of Black Death 11 The Destiny Wall 18 "Train by Pain" (Monster trainers) 5 Grand Cathedral 12 Assassins Legion Hall 19 Cemetry (Clndead, Undercity entrances) 6 The Agony Feilds 13 Poisoners Guild 7 The Fiend Gardens 14 Brotherhood of Torturers Advanced Dun«zeons-p£>ra«zons 0d a Edition ^ 20d a Edition i^^, Official Game Adventure City of Skulls by Carl Sargent Credits: Table of Contents Design: Carl Sargent Introduction 2 Editing: Dezra Phillips Preparing the Adventure 3 Cover Art: Jeff Easley Interior Art: Eric Hotz The Challenge 10 Cartography: Steve Beck Getting into Jail 16 Production: Angelika Lokotz The Halls of Wretchedness 20 The Halls of Torment 38 The Boneheart Citadel 49 TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Court of the Hezrou 55 Lake Geneva Cambridge CB1 3LB Escape from Dorakaa 61 WI 53147 U.S.A. United Kingdom SampleA Glorious Re turnfile? 62 Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distrib- Reference Section: uted to the book and hobby trade in the United Kingdom by TSR Ltd. Dis- tributed to the toy and hobby trade by regional distributors. Pregenerated PCs 29 Maps 2,3 32 ADVANCED DUNGEONS Si DRAGONS, AD&D, WORLD OF GREVHAWK and GREYIIAWK are registered trademarks owned by TSR, Inc.
    [Show full text]
  • La Lettre De La Ffjdr N°8 - 2Ème Trimestre 2003 2
    La Lettre n°8 de la Les rubriques News du JdR Rendez-vous Fanzines Mais aussi... Le dossier : Le JdR au Japon Et FFJdR Wants You !!! Numéro 8 - 2,29 euros Trimestriel Avril - Juin 2003 La Lettre de la FFJdR N°8 - 2ème trimestre 2003 2 EDITORIAL Bon, ben ça y est, là je ne peux plus compter sur le contenu de la Lettre 7 qui a mis deux ans à sortir… C’est donc une Lettre 8 totalement nouvelle formule (schling ! logo FFJdR qui brille) que vous lisez. J’espère qu’elle vous plaira et que vous la distribuerez largement autour de vous, à votre petite sœur, dans votre club, chez votre revendeur spécialisé préféré… Et surtout, n’oubliez pas : si vous avez une idée d’article, un scénar, un truc à raconter, n’hésitez pas à me soumettre vos propositions (par courrier ou e-mail : lettre.redac-chef@ffjdr. org) ! Et si tu es illustrateur (ou trice), même sans forte poitrine, ça m’intéresse aussi ! Sur ce, je vous souhaite de bonnes vacances à tous et un super été rôliste ! J. Darmont, rédac’chef AU SOMMAIRE DE CE NUMERO... L’Edito du Chef 2 Les news du jdr 3 Liste des boutiques partenaires 7 Dossier : le Jdr au Pays du Soleil Levant 8 L’indispensable rubrique Fanzines 11 Rendez-vous (ou le calendrier des manifestations) 12 Liste des personnes ressources 14 FFJdR Wants You !!! 15 Fiche d’inscription pour un(e) ami(e) 16 La Lettre de la FFJdR est publiée par la Fédération Française de Jeux de Rôle - Rédaction ([email protected]) - (FFJdR), Siège social : c/o Pierre Thierry, 4 rue du bain aux roses, 67000 Strasbourg.
    [Show full text]
  • Ars Magica the Art of Magic
    Ars Magica The Art of Magic By Jonathan Tweet & Mark Rein»Hagen Lion Rampant Dedicated to C. G. Jung and Joseph Campbell, who remind us of the importance of myth Credits Game Design Jonathan Tweet Art Coordination: John Nephew & Development: Mark Rein* Hagen Cartography & Michael Lach Design Character Sheets: Jonathan Tweet Contributions: Lisa Stevens Editing: Lisa Stevens Cover Illustration: Doug Shuler John Nephew Chapter Nicole Lindroos Joanna Bare Illustrations: Anne C. Martin Lay-Out: Jonathan Tweet Interior James Garrison Kirsten Swingle Illustrations: Eric Hotz Doug Shuler David Zenz Special Thanks to Lisa Stevens, Our Heroine Thanks Also To: Darin "Woody" Eblom, Jayson Gralewicz, Steve Wright, Marty Dennis, Simon Robinson, Joel Wegner, Lisa Paulson, Derek Greco, Kevin Weiner, Kurt Hartwig, Josh Kronick, Bill Seurer, Stewart Wieck, John Porter, John & Diane Hagen, Kristin Hagen, David Knighton, Roser Trepat, Victor Raymond, Peter Hentges Comments and questions may be addressed to: The magic we detail in this game is not real, but we Lion Rampant hope you can use it as a metaphor to help you explore PO Box 621 the very real mystery of the human experience, Northfield, MN 55057 -the Authors © 1989 by Jonathan Tweet and Mark Rein*Hagen All Rights Reserved. Reproduction of this book in any manner without consent from the publishers is prohibited. Players may reproduce the character sheets for personal use only. The wisps of mist swirled around Lucienne as she trudged the last few yards up the hill with the others. Nearing the summit, she stopped and looked up to see the goal of her journey, the tower of Mistridge Covenant thrusting heavenward through the gray fog.
    [Show full text]
  • Ev–Nekin-D20 1 D20 Support Module
    Ev–nekin-D20 1 Ev–nekin D20 Support Module Author: N. Robin Crossby D20 Development & Editing: Blair Wettlaüfer, Jeremy Baker Art: N Robin Crossby, Eric Hotz, Matthias Jansen (Heraldry) © 2003, N. Robin Crossby (Keléstia Productions), all rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. All characters, names, places, items, art and text herein are copyright by Keléstia Productions. “D20 System” and the D20 System logo are trademarks owned by Wizards of the Coast and are used under the terms of the D20 Trademark License contained in the Legal Appendix. The mention or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Requires the use of the Dungeons & Dragons ®, Third Edition Core Books, published by Wizards of the Coast, Inc. To make best use of this D20 supplement, you will require the product Evánekin from Keléstia Productions (http://www.kelestia.com). Scaled local maps, detailed interior plans, full NPC backgrounds, and local cultural notes are included in the product Evánekin. Evánekin, and all other Hârn supplements available, detail a world surrounding a hazy, forested isle that hides elven wonder, ancient histories, rich culture, and kingdoms, towns, and free cities filled with guildsmen, nobles, temples, all motivated by politics, power, religion, wealth, and more. To see more of this richly crafted, medieval world see other products from Keléstia Productions. NBH #0 - To effectively use the D20 System with Hârn, read the [Nota Bene Hârnica] notations that will advise you of the small changes necessary to capture the flavour of an early-period, magic-rare culture where survival is precarious for all but the wealthy or powerful.
    [Show full text]
  • GURPS Mass Combat ! This Powerful Abstract System Lets You Resolve Land, Sea, and Air Battles at Any Tech Level with Just a Few Die Rolls
    Hordes of orcs. Axis invaders. Starbeasts of Jupiter. Sooner or later, your campaign is likely to encounter battles too large to resolve with ordinary GURPS combat. The answer: GURPS Mass Combat ! This powerful abstract system lets you resolve land, sea, and air battles at any tech level with just a few die rolls. Features include: • Rules for logistics, movement, reconnaissance, and many other things that matter to a military force even when no enemy is in sight. • Integral treatment of air superiority, amphibious assaults, airborne troops, sieges, and everything else that’s important when the enemy is in sight. • Round-by-round resolution that puts the commander in control of dozens to tens of thousands of warriors, lets him choose his strategies, and then instantly shows him the results of his skill and cunning. • Equal attention to the aftermath of battle: pursuit, casualties, looting, recovering losses, and more. GURPS Mass Combat provides extensive examples, quick-reference tables, and ready-to-go stats for the strength, weaponry, and mobility of the units involved. It’s all generic, too, covering traditional, fantastic, and superscience troops at every tech level, and providing guidelines for customizing their quality, special training, and equipment. And it never loses sight of the fact that GURPS is a roleplaying game – every hero gets a chance to shine, and the rules emphasize what the PCs do and what happens to them. GURPS Mass Combat requires only the GURPS Basic Set, Fourth Edition. By David L. Pulver Edited by Sean Punch Cover Art by Abrar Ajmal, Chris Dien, Bob Stevlic, Chris Quilliams, and Leo Winstead Illustrated by Angela Bostick, Guy Burwell, Eric Hotz, and Dan Smith 1ST EDITION , 2 ND PRINTING PUBLISHED AUGUST 2010 ISBN 978-1-55634-800-6 Printed in $14.99 SJG 01-6197 the USA Hordes of orcs.
    [Show full text]
  • Dragon Magazine #247
    HEROES FEATURES Rakasta of Myshra Bruce Heard Add these feline heroes to your campaign. DEPARTMENTS 26 56 Wyrms of the North Ed Greenwood Silver Miirym guards The Taltos Candlekeep as “The Sentinel Wyrm.” Tom Moldvay 74 Rogues Gallery Spirit-hunting rogues, the taltos combine Kate Novak “The Crew of the magical and martial power. Realms Master” return to your campaign. 38 82 Bazaar of the Bizarre Sebastian Dietz Look here for some Heroes of Cerilia “Magic That Works.” Ed Bonny 88 Dragons Bestiary Johnathan M. Richards Skills & Powers rules for the BIRTHRIGHT™ setting Before kiss- or any AD&D® campaign. ing for princes, study these “Anurans.” 46 94 Dungeon Mastery Brent Knowles Before giving up on language barriers, “Give Them Pidgins.” COLUMNS THE WYRM’S TURN™ .............. .4 D-MAIL™ ....................... .6 FORUM ....................... ..10 SAGE ADVICE ................... .18 OUT OF CHARACTER ............. .24 BOOKWYRMS™ ................... .72 Fiction CONVENTION CALENDAR .......... .98 Reunification: Body and Soul DRAGONMIRTH™ ............... .100 Jeff Grubb ROLEPLAYING REVIEWS .......... .104 The captain of the Realms Master makes KNIGHTS OF THE DINNER TABLE ... .114 his last stand, but not alone. TSR PREVIEWS ................. .116 62 PROFILES ..................... .120 STAFF Publisher Wendy Noritake Executive Editor Pierce Watters Production Manager John Dunn Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha ON THE COVER On this month’s cover, TSR’s own rk post reminds us that heroes come in unlikely forms, and from origins as varied as the countless worlds of the PLANESCAPE® multiverse. DRAGON 247 • 3 DRAGON® Magazine (ISSN 0279-6848) is published monthly except November (twice monthly) by TSR, Inc., 1801 Lind Avenue S.W., Renton, WA 98055, United States of America.
    [Show full text]
  • Iuz the Evil Table of Contents Empire of Terror
    Iuz the Evil Table of Contents Empire of Terror.....................................2 The Bandit Lands...................................50 History of the Lands..............................2 Rulership of the Land ............................51 Spawn of Evil ........................................2 Lands and Locations ..............................53 Stormclouds Gather ...............................3 The Fellreev Forest ................................60 The Empire Today.................................4 Peoples of the Fellreev Forest................61 The Obsessions of Iuz............................5 The Marauders of Iuz.............................63 The Empire and the Flanaess.................6 Locations and Settlements .....................64 Iuz and the Powers of Greyhawk...........6 The Northern Barrens...........................67 The Priesthood of Iuz ...........................7 The Barren Plains...................................67 Rule Through Fear.................................7 The Forlorn Forest .................................70 Priests and Clerics .................................8 The Wastes.............................................70 Priestly Rites and Rituals.......................8 Other Locations in the Wastes ...............71 Powers of the Priesthood .......................8 The Cold Marshes..................................71 Expanded Spell List...............................9 The Land of Tenh...................................74 New Priesthood Spells...........................9 Peoples of the Land................................74
    [Show full text]
  • Talislanta Geographica Logo: Rich Kaalaas and Has Just Completed a Cover Border: Ron Spencer Three-Year College Program in Graphic Design and Wzaais Ulustration
    Credits Eric Hotz Biography Eric Hotz Was born in Vancouver. Canada, Full-Color Map: Eric Hotz where he now lives and works as a full-time freelance Map Text Authors: Peter Adkison and George illustrator. His work was first published in 1979 in Lowe Space Gamer Magazine. and since this time his artwork has appeared in many science fiction. Adventure Authors: Jeff Goldman and George fantasy. and medleval­ Lowe related publications In Design and Development Director: James Canada and the U.S. He Is Hays. Jr. best known for the work he Editing: Beverly Marshall Saling did while employed by Layout: Lisa Stevens ColumbIa Games Inc .• the Full-Color Map Border: J esper Myrfors creators ofHarnlM , as their B&W Talislanta Maps: Eric Hotz In-house artIst/cartogra­ B&W Map Border: Jesper Myrfors pher and later as their art director. He has also Adventure Maps: Jeff Goldman. Jesper worked as an archaeologI­ Myrfors cal field artist/excavator. Talislanta Geographica Logo: Rich Kaalaas and has Just completed a Cover Border: Ron Spencer three-year college program in graphic design and WzAAIS Ulustration. Your Input is Valuable! Tell us what you think about Talislanta ~Ctt.ST Geographica or any of our other products. We value PO Box 707, Renton, WA 98057-0707 the opinions of our customers. To show our appre­ The TIOlI.lanta game and fw.tasy world are the creations of Stepluul ciation, we wtll put your name on the mailing list for MIchael Secl1l. TlOllalanta Is a trademark of SMS, and 15 ~ by Wizards of the our newsletter.
    [Show full text]