Sample File Sample 300 21764740 002 Scept 32.Indd 1 Credits Welcome to Adventure!

Total Page:16

File Type:pdf, Size:1020Kb

Sample File Sample 300 21764740 002 Scept 32.Indd 1 Credits Welcome to Adventure! ™ Sample file ©2008 Wizards of the Coast, Inc. ©2008 Wizards 300_21764740_002_Scept_32.indd 1 4/5/10 11:16 AM Credits Welcome to Adventure! Design Lady Saharel has a secret. What secret? All of them. David Noonan, Greg A. Vaughan In Scepter Tower of Spellgard™, the player characters brave Editing the dangers of a fortress of Lost Netheril. Treasures of that Scott Fitzgerald Gray ancient empire are said to be hidden within, but the relics Managing Editing of a bygone age pale in comparison to Spellgard’s greatest Kim Mohan treasure: Lady Saharel. Once the ruler of Spellgard, Lady Saharel exists beyond Mechanical Design and Development Manager death as a kind of prophetic spirit. On those rare occa- Andy Collins sions when she appears within the ruins of Spellgard, she Story Design and Development Manager answers questions posed by any mortals nearby. No query Christopher Perkins is off limits. Lady Saharel can tell a seeker the location of Director of RPG R&D the secret door to a dragon’s lair, why his or her betrothed Bill Slavicsek disappeared mysteriously last month, and what will happen if someone reconciles with estranged friends. Art Director Although no prophecy is supposed to be able to deter- Kate Irwin mine the future with complete accuracy, it is said that Graphic Designer Lady Saharel’s answers have yet to be proven wrong. As Emi Tanji a result, numerous travelers seek the rubble of Spellgard. Some come in search of assurance before making fateful Cover Illustration decisions. Others desire an omniscient guide to acquiring Steve Prescott wealth or power. Some come in search of answers that are Interior Illustrations far more personal: the whereabouts of a lost love, the iden- Attila Adorjany, Miguel Coimbra, Warren Mahy, tity of a parent, or how to find the strength to live with the Jim Pavelec choices of one’s past. Over the broken walls of Spellgard and the broken Cartography Robert Lazzaretti dreams of those who seek it looms the Scepter Tower. One of the few structures left standing after Spellgard’s fall, the Publishing Production Specialists Scepter Tower has become home to a dark presence that Angelika Lokotz, Erin Dorries seeks to control the power of Lady Saharel’s prophecies. Production Manager Cynda Callaway Sample fileWHAT YOU NEED TO PLAY Special Thanks to Brandon Daggerhart, keeper of Shadowfell Scepter Tower of Spellgard is a DUNGEONS & DRAGONS® game adventure for characters of 2nd level. As the Dungeon DUNGEONS & DRAGONS, FORGOTTEN REALMS, D&D, d20, d20 ® System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master, you need the Player’s Handbook , the Monster Master’s Guide, Monster Manual, Scepter Tower of Spellgard, Manual®, and the Dungeon Master’s Guide® for the game all other Wizards of the Coast product names, and their rules and statistics necessary to run this adventure for your respective logos are trademarks of Wizards of the Coast ™ ® in the U.S.A. and other countries. All Wizards characters, players. D&D Dungeon Tiles and D&D Miniatures can also character names, and the distinctive likenesses thereof be used to enhance your play experience. are property of Wizards of the Coast, Inc. This material is Players need only the Player’s Handbook, which gives protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the them information about what their characters can do. material or artwork contained herein is prohibited without This adventure takes place in the FORGOTTEN REALMS® the express written permission of Wizards of the Coast, Inc. setting, and as such it could be worked into a campaign This product is a work of fiction. Any similarity to actual people, organizations, places, or events included herein is as a sequel to the adventure presented in Chapter 1 of purely coincidental. Printed in the U.S.A. ©2008 Wizards the FORGOTTEN REALMS Campaign Guide that unfolds in and of the Coast, Inc. around the town of Loudwater. Alternatively, you can play 620-21764740-003 EN Scepter Tower of Spellgard as a stand-alone adventure—even 9 8 7 6 5 4 3 2 1 one that kicks off a campaign. This booklet has instruc- First Printing: September 2008 tions for modifying the adventure if it is being used to ISBN: 978-0-7869-4954-0 Visit our website at www.wizards.com/dnd start a campaign with 1st-level characters. The FORGOTTEN REALMS Campaign Guide and the FORGOTTEN REALMS Player’s Guide contain material that can enhance the gameplay experience, but neither of those books is essential to this adventure. 2 300_21764740_002_Scept_32.indd 2 4/5/10 11:16 AM The player characters are among those who are eager HOW TO USE THIS ADVENTURE to hear the prophecies of Spellgard—or at least curious enough to visit this ancient site. In this adventure, the Scepter Tower of Spellgard is a DUNGEONS & DRAGONS adven- PCs will meet other seekers after prophetic knowledge, ture that takes a party of five player characters (PCs) from discover what sinister forces lurk in the shadows of the 2nd level to well into 4th level and perhaps as high as 5th. Scepter Tower—and perhaps even gain an audience with You can easily expand the adventure by adding your own Lady Saharel herself. encounters or plot hooks. Defeating the challenges of the tower requires a lot of The two booklets included in this adventure are for the combat, so you ought to make the players aware that their Dungeon Master (DM). If you’re planning to experience characters should prepare for danger. However, a dash Scepter Tower of Spellgard as a player, don’t read any farther. LANDS THE FALLEN of social skills won’t hurt their chances either. Not every- Scepter Tower of Spellgard contains these components: one in Spellgard is hostile, and some of its denizens can provide useful aid. Before the characters set out, give the 1. Adventure Book One (this booklet) provides the Dungeon players a chance to think about the obligatory precautions Master with an overview of the Fallen Lands, Lady Saha- to be taken when exploring a thousand-year-old ruin. The rel, and the ruins of Spellgard. This material includes a Scepter Tower of Spellgard holds many secrets, but some couple of preliminary encounters, descriptions of non- are more dangerous than others. player characters (NPCs), descriptions of key locations, illustrations of places and adversaries, and a system for The Fallen Lands determining random encounters. Sages, cartographers, and explorers once wrote extensively 2. Adventure Book Two contains the bulk of the adven- regarding the area long known as the Fallen Lands—a last ture, including many possible encounters within the remnant of Netheril that once lay along the western edge Spellgard ruins. The encounters are divided into three of the desert known as Anauroch. Then the Spellplague sections: the Ramparts, the Catacombs, and the Scepter came, thrusting this area into great upheaval and leaving Tower. much of this territory shrouded in mystery. Although the lands of the Gray Vale beyond the Graypeak Mountains, 3. A two-sided poster map. One side shows a “generic” including the towns of Loudwater and Llorkh, stand as location within the Spellgard ruins. The other side is a an island of civilization in the vicinity, the Fallen Lands depiction of the Scepter Tower interior. See page 31 of remain a forbidding place. The map on the next page, this booklet for information on how to use these maps. meant to be shown to players, identifies the location of the Fallen Lands and the Spellgard ruins. (A similar map, on 4. A folder to hold the booklets and the poster map. page 11, provides more detail that players and their char- acters are not initially aware of.) SampleMaps file of Spellgard This area, roughly comprising the territory south of the This adventure includes two maps of the Spellgard ruins. Far Forest, north of the Graypeak Mountains, and east of The one on page 6 of this booklet is meant to be provided the Deep Maw, is crisscrossed by ridges of low foothills, to the players. It shows them the surface features of the dotted with scrubby stands of pine and barren plateaus. area and the locations of the Monastery of the Precipice Craters, fissures, and fault lines make navigation and and the Scepter Tower—all knowledge that they could orientation difficult. Sheer ridges force travelers along obtain from a number of sources (such as one of the cur- endless twisting paths, and the fractured topography rent residents of the monastery, who could have allowed makes good vantage points few and far between. them to copy an existing map). Rain is rare in the summer and sporadic in other sea- The map on page 19 of this booklet, designed for the sons, but the Fallen Lands are by no means a desert. Small DM’s use, includes much more detail, such as the locations streams (tributaries of the Delimbiyr River) are common of monsters and NPCs, that characters will discover as they even in the height of summer. Winter sees a light dusting explore the complex. of snow but only the occasional blizzard or heavy snowfall. The Fallen Lands, as they exist in the aftermath of the Other Player Handouts Spellplague, remain largely unexplored, but here are a few The Player’s Adventure Log on page 7 of this booklet is facts every traveler knows. meant to be photocopied and handed out to the players in your group so they can keep track of encounters their ✦ Somewhere near the center of the Fallen Lands stands characters experience and rewards they earn as they move Stormkeep, a mysterious castle surrounded by magical through the adventure.
Recommended publications
  • Deckbau- Kurzregeln S Gibt Nur Einige Wenige Regeln, an Die Du Dich Halten Must, Wenn Du Deine Deck Baust
    Bereitmach- Zieh- Schritt Schritt • Spiele Karten Kampf- • Benutze Kraften Schritte • Lege eine Ressource • Führe Angriffe durch Aufräum- Schritte ©2006 Upper Deck Europe BV, Flevolaan 15, 1382 JX Weesp, Niederlande. Alle Rechte vorbehalten. www.ude.com OFFIZIELLES REGELHEFT © 2006 Blizzard Entertainment, Inc. All rights reserved. Heroes of Azeroth is a trademark, and Warcraft, World of Warcraft and Blizzard Entertainment are trademarks or registered trademarks of Blizzard Entertainment, Inc., in the U.S. and/or other countries. All other trademarks referenced herein are the properties of their respective owners. Deckbau- Kurzregeln s gibt nur einige wenige Regeln, an die du dich halten must, wenn du deinE Deck baust: ❂ Dein Deck muss mindestens 60 Karten haben, dein Startheld wird dabei nicht mitgerechnet. Dein Held ist schon zu Beginn im Spiel und wird nicht als Teil deines Decks betrachtet. ❂ Du darfst keine Karte mehr als 4 mal in deinem Deck haben, es sei denn sie hat das Wort „Unlimitiert“ in ihrer Typenzeile. Du darfst eine beliebige Anzahl von Unlimitierten Karten in deinem Deck haben. ❂ Einige Fähigkeitskarten können nur von einem Helden benutzt werden, der eine bestimmte Talentspezialisierung hat. Diese Karten werden „[Talent]-Held erforderlich“ fettgedruckt in ihrer Textbox stehen haben. ❂ Du kannst nur Karten in dein Deck nehmen, die ein oder mehr Eigenschaftssymbole mit deinem Helden gemein haben. Einige neutrale Karten haben keine Eigenschaftssymbole. Du kannst diese Karten in jedes Deck nehmen. Besuch doch mal die WoW TCG-Webseite: UDE.com/wow Inhaltsverzeichnis Einleitung ............................. 1 Zugabfolge ........................... 18 1. Startphase Spielübersicht ...................... 1 2. Aktionsphase 3. Endphase Ziel des Spiels ..................... 2 Grundlagen des Kampfes ......21 Was ist in der Starter-Box....
    [Show full text]
  • 59/2 · 2018 FOLIA BIOLOGICA ET GEOLOGICA Ex: Razprave Razreda Za Naravoslovne Vede Dissertationes Classis IV (Historia Naturalis)
    FOLIA BIOLOGICA ET GEOLOGICA = Ex RAZPRAVE IV. RAZREDA SAZU issn 1855-7996 · Letnik / Volume 59 · Številka / Number 2 · 2018 ISSN 1855-7996 | 20,00 € VSEBINA / CONTENTS RAZPRAVE / ESSAYS Janko Božič Boris Sket & Gordan S. Karaman Dancing with carniolan bee Phylogenetic position of the genus Plešemo s kranjsko čebelo Chaetoniphargus Karaman et Sket (Crustacea: Amphipoda: Niphargidae) from dinaric karst. Andrej Gogala An extreme case of homoplasy. Threatened bee species of Europe in Slovenia Filogenetski položaj rodu Chaetoniphargus Ogrožene čebele Evrope v Sloveniji Karaman et Sket (Crustacea: Amphipoda: Niphargidae) iz dinarskega krasa. Skrajni primer Jožica Gričar homoplazije. Biomass allocation shifts of Fagus sylvatica L. and Pinus sylvestris L. seedlings in response to Blanka Vombergar & Zlata Luthar temperature Raziskave vsebnosti flavonoidov, taninov in Prerazporeditev biomase pri sadikah Fagus skupnih beljakovin v frakcijah zrn navadne ajde sylvatica L. in Pinus sylvestris L. kot odziv na (Fagopyrum esculentum Moench) in tatarske temperaturo ajde (Fagopyrum tataricum Gaertn.) The concentration of flavonoids, tannins and Darja Kolar, Igor Virant, Samo Kreft crude proteins in grain fractions of common Vpliv agronomskih parametrov na gostoto in buckwheat (Fagopyrum esculentum Moench) dolžino listnih rež pri ameriškem slamniku and Tartary buckwheat (Fagopyrum tataricum (Echinacea purpurea (L.) Moench) Gaertn.) The influence of agronomic parameters on the density and length of leaf stomata in purpure Mitja Zupančič & Branko Vreš coneflower (Echinacea purpurea (L.) Moench) Phythogeographic analysis of Slovenia Fitogeografska oznaka Slovenije Anka Rudolf, Branko Vreš, & Igor Dakskobler ET GEOLOGICA 59/2 – 2018 BIOLOGICA FOLIA Sites of rare form of auricula (Primula auricula var. tolminensis nom. prov.) in the southern Julian Alps Rastišča redke oblike lepega jegliča (Primula auricula var.
    [Show full text]
  • Shadowdale: the Scouring of the Land Is a DUNGEONS & We Recommend That You Review the Information Presented DRAGONS® Adventure Designed for Four 9Th-Level Characters
    ™ Sample file 95569720_Ch00_FM.indd 1 4/24/07 8:45:41 AM DESIGNERS: RICHARD BAKER, ERIC L. BOYD, THOMAS M. REID EDITORS: JOHN THOMPSON, M. ALEXANDER JURKAT EDITING MANAGER: KIM MOHAN DESIGN MANAGER: CHRISTOPHER PERKINS DEVELOPMENT MANAGER: JESSE DECKER SENIOR ART DIRECTOR D&D: STACY LONGSTREET DIRECTOR OF RPG R&D: BILL SLAVICSEK PRODUCTION MANAGERS: JOSH FISCHER, RANDALL CREWS FORGOTTEN REALMS ART DIRECTORS: KARIN POWELL, KATE IRWIN COVER ARTIST: WILLIAM O’CONNOR INTERIOR ARTISTS: MIGUEL COIMBRA, STEVE ELLIS, RANDY GALLEGOS, EVA WIDERMANN, KEIRAN Yanner GRAPHIC DESIGNERS: NICK ISAAC, KARIN POWELL CARTOGRAPHER: KYLE HUNTER GRAPHIC PRODUCTION SPECIALIST: ANGELIKA LOKOTZ IMAGE TECHNICIAN: SVEN BOLEN Based on the original Dungeons & Dragons® rules created by 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 product uses updated material from the v.3.5 revision. It is designed for use with the Forgotten Realms® Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. U.S., CANADA, ASIA, EUROPEAN HEADQUARTERS UNITED KINGDOM PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Hasbro UK Ltd Wizards of the Coast, Inc. ’t Hofveld 6D Caswell Way P.O. Box 707
    [Show full text]
  • 2015 Sails of Glory
    GAMES ALLIANCE GAME ARCANE WONDERS ARES GAMES DISTRIBUTORS SAILS OF GLORY LEGEND OF THE FIVE RINGS CCG: TWENTY FESTIVALS The heir to the throne has been announced GAMES and the coronation scheduled. The Great Clans and their samurai rejoice at the opportunity to serve their new Emperor, grateful that the matter of succession has been determined with no Imperial blood spilt. Meanwhile, across the Empire, those with the gift of foresight begin to awaken in the night, with barely-remembered dreams of dread and destruction sending glacial chills down their spine as they rapidly escape from their minds. A MAGE WARS: ARENA CORE SET ARGONAUTA1806 SPANISH base set for the Legend of the Five Rings Do you have what it takes to enter the S.O.L. SHIP PACK Collectible Card Game, Twenty Festivals Arena and do battle with the most poweful AGS SGN102C ..........................$21.90 is introduced in nine Clans of the Emerald Mages in the world of Etheria? The perfect Empire of Rokugan Deck Tin Boxes, each entry point into Mage Wars, this revised ART FROM PREVIOUS ISSUE containing a learn-to-play rulebook, a and updated Core Set features a new arena GAME TRADE MAGAZINE #182 ready-to-play deck, and three boosters, board design, two new Spellbook designs, GTM contains articles on gameplay, as well as 16-card boosters packed in alternate art for Bear Strength, Dispel, previews and reviews, game related 36-count displays. Scheduled to ship in Dissolve, Minor Heal, and Rhino Hide, fiction, and self contained games and March 2015. NOTE: This item is sold to new artwork for Battle Fury, Force Push, game modules, along with solicitation retailers in full displays.
    [Show full text]
  • Rules for Cadwallon: City of Thieves
    Table of Contents The World of Cadwallon . p .3 The Goal . p .3 Game Components . p .4 Starting a Game . p .6 Adventure Boards . p .8 Character Cards . p .9 The Game Round . p 10. Moving Militiamen . p 11. Activating Characters . p 12. Movement . p 14. Opening a Chest . p 15. Attacking . p 17. Arcana Cards . p 18. Mission Cards . p 19. End of the Game . p .20 Welcome to Cadwallon . p .21 2 CoT RULES USA NEW.indd 2 20/06/10 19.51 The World of Cadwallon In the dark of a moonless night, a lonely militiaman shuffles along a deserted alley. The sound of a small stone striking the pavers brings him about just in time to see a black-clad figure vanish around the corner. “Stop! Thief!” Kornak hollers. Cursing under his breath, he runs after the fleeing shadow. Just another normal night in Cadwallon... Welcome to Cadwallon! Here is a city of vagabonds, deserters, and outlaws of every stripe. Truly, a City of Thieves! The Duke and his brave militia struggle to maintain order, but it is the mighty guilds and wealthy merchants who rule the city. And the most feared of these is the shadowy Guild of Thieves. As a member of the Guild, you must respect their basic rules, lest the city descend into complete chaos! Aarklash is a rough and dangerous world, steeped in magic, and scorched by all-encompassing war, as petty jealous gods advance their agendas with little regard for the human cost. Cadwallon is the last free city here, a shelter for those who want nothing to do with gods and their conflict.
    [Show full text]
  • 54342-Sample.Pdf
    Sample file 620_10925_Ch1.indd 1 5/11/07 9:30:47 AM CREDITS DESIGNERS SENIOR ART DIRECTOR D&D JASON BULMAHN, JAMES JACOBS, STACY LONGSTREET ERIK MONA ART DIRECTOR KARIN POWELL EDITORS PENNY WILLIAMS, BETH GRIESE COVER ARTIST MICHAEL KOMARCK FREELANCE COORDINATOR GWENDOLYN F.M. KESTREL INTERIOR ARTISTS MIGUEL COIMBRA, THOMAS DENMARK, EDITING MANAGER BRIAN HAGAN, JON HODGSON, KIM MOHAN FRED HOOPER, WARREN MAHY, FRANZ VOHWINKEL, BEN WOOTEN, JAMES ZHANG DESIGN MANAGER CHRISTOPHER PERKINS CARTOGRAPHERS MIKE SCHLEY DEVELOPMENT MANAGER JESSE DECKER GRAPHIC DESIGNERS KARIN POWELL, NICK ISAAC DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST BILL SLAVICSEK ERIN DORRIES PRODUCTION MANAGERS IMAGE TECHNICIAN RANDALL CREWS, KRIS WALKER ROBERT JORDAN 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 product uses updated material from the v.3.5 revision. This WIZARDS OF THE COAST® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www. wizards.com/d20. U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, & LATIN AMERICA Hasbro UK Ltd BELGIUM Wizards of the Coast, Inc. Caswell Way ’t Hofveld 6D P.O. Box 707 Newport, Gwent NP9 0YH 1702 Groot-Bijgaarden Renton WA 98057-0707 GREAT BRITAIN Belgium +1-800-324-6496 Please keep this address for your records +32 2 467 3360 620-10925720-001-EN DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, d20, d20 System, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s ISBN: 978-0-7869-4358-6 Guide, Monster Manual, Expedition to the Ruins of Greyhawk, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast, Inc., in the U.S.A.
    [Show full text]
  • 2013 World Championship Magic: the Gathering
    2013 World Championship Magic: The Gathering Florian Koch 26. Juli 2013 Table of contents 1 History 3 1.1 Flashback to 2012 . 4 1.2 World Champions . 6 2 Structure 7 2.1 Prizes . 7 3 Players 8 3.1 Dmitriy Butakov . 8 3.2 Stanislav Cifka . 10 3.3 Reid Duke . 13 3.4 Willy Edel . 16 3.5 Eric Froehlich . 20 3.6 Martin Jůza . 23 3.7 Brian Kibler . 25 3.8 Tom Martell . 28 3.9 Shuhei Nakamura . 31 3.10 David Ochoa . 34 3.11 Shahar Shenhar . 36 3.12 Ben Stark . 38 3.13 Lee Shi Tian . 40 3.14 Josh Utter-Leyton . 42 3.15 Yuuya Watanabe . 44 3.16 Craig Wescoe . 46 4 World Magic Cup 51 4.1 Structure . 51 4.2 Prizes . 52 4.3 Teams . 52 2 1 History The first World Championship was held in 1994 at the GenCon game fair in Mil- waukee. Its structure differed from later Worlds in several aspects. It was a single elimination tournament, that everybody could enter until all 512 seats were taken. The format was Vintage, called ’Type I’ at the time. Eventually American Zak Dolan won the tournament with a Bant Stasis Control deck, that of course nobody would have called ’Bant’ back then. In 1995 the second World Championship was held and its structure resembled later tournaments much more closely. The tournament commenced with five rounds of Sealed Deck on the first day, and continued with five rounds of Standard, then called ’Type II’. On the third day a cut was made to the best eight players, and they fought for the title with their Standard decks from the previous day in this final elimination stage.
    [Show full text]
  • Forgotten Realms® Player's Guide
    Forgotten Realms® Player’s Guide ROLEPLAYING GAME SUPPLEMENT Rob Heinsoo • Logan Bonner • Robert J. Schwalb FRPlayersGuide_Ch_00.indd 1 7/2/08 2:11:19 PM CREDITS Design Graphic Designer Rob Heinsoo (lead), Emi Tanji Greg Bilsland, Logan Bonner, Eric L. Boyd, Robert J. Schwalb Additional Graphic Design Soe Murayama Story Design Bruce R. Cordell (lead), Interior Illustrations Richard Baker, Philip Athans Matt Cavotta, Chippy, Miguel Coimbra, Jesper Ejsing, Wayne England, Goran Josic, Howard Lyon, Development Warren Mahy, Lucio Parrillo, Mike Sass, Mike Schley, Stephen Schubert (lead), Francis Tsai, Eva Widermann Mike Mearls, Rodney Thompson, Andy Collins Cartographers Additional Development Robert Lazzaretti, Bre Miller, Ryan Sansaver Jeremy Crawford Publishing Production Specialist Editing Erin Dorries Julia Martin (lead), Ray Vallese Prepress Manager Jefferson Dunlap Managing Editing Kim Mohan Imaging Technician Robert Jordan Director of R&D, Roleplaying Games/Book Publishing Bill Slavicsek Production Manager Cynda Callaway D&D Story Design and Development Manager Christopher Perkins Setting details based on the original FORGOTTEN REALMS® campaign setting created by Ed Greenwood with Jeff Grubb, D&D System Design and Development Manager the updated (3rd Edition) setting designed by Ed Greenwood, Andy Collins Richard Baker, Sean K Reynolds, Skip Williams, and Rob Heinsoo, and the 4th Edition revision guide by Bruce R. Art Directors Cordell, Richard Baker, and Philip Athans. Kate Irwin, Karin Powell Game rules based on the original DUNGEONS & DRAGONS® Cover Illustration rules created by E. Gary Gygax and Dave Arneson, and the William O’Connor later editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Special Thanks to Brandon Daggerhart, keeper of Shadowfell Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition).
    [Show full text]
  • Small World Rules
    SW Rules EN_Mise en page 1 19/05/15 13:49 Page2 For 2-5 players • Ages 8 and above • 40-80 minutes l 20 Unique Special Power badges, plus Components 1 blank badge for a special power of your own design Inside Small World™, you will discover: l The following game pieces: l 4 Maps of Small World, contained on two double-sided boards, one for each of the four possible player configurations Number of players 10 Troll Lairs 6 Fortresses 9 Mountains 2 Holes-in- 1 Dragon the-Ground l 6 Player Summary sheets, one for each player and one to 5 Encampments 2 Heroes serve as a game turn reference for the group l 14 Fantasy Race banners, colored when Active and grayed- l 109 Victory Coins (30 "10"s, 24 "5"s, out when In Decline, plus 1 blank banner for a race of your 20 "3"s and 35 "1"s) own design l 1 Custom Reinforcement Die Victory Coins l 1 Game Turn marker Amazons, Active and In Decline l This Rules booklet l 168 Matching Race tokens & 18 Lost Tribe tokens: The Game Turn marker 15 Amazons 8 Dwarves 11 Elves 10 Ghouls 13 Ratmen 20 Skeletons 18 Sorcerers 11 Tritons 11 Giants 11 Halflings 10 Humans 10 Orcs 10 Trolls 10 Wizards 18 Lost Tribes 1 SW Rules EN_Mise en page 1 19/05/15 13:49 Page3 Setting up the game If this is the first time you play, punch out all the reaches the last position on the track (8th, 9th or the table, including the one on top of the stacks.
    [Show full text]
  • Sample File the Player’S Ing, Broken Relics of a Legendary Past
    CREDITS Design Graphic Designer Rob Heinsoo (lead), Emi Tanji Greg Bilsland, Logan Bonner, Eric L. Boyd, Robert J. Schwalb Additional Graphic Design Soe Murayama Story Design Bruce R. Cordell (lead), Interior Illustrations Richard Baker, Philip Athans Matt Cavotta, Chippy, Miguel Coimbra, Jesper Ejsing, Wayne England, Goran Josic, Howard Lyon, Development Warren Mahy, Lucio Parrillo, Mike Sass, Mike Schley, Stephen Schubert (lead), Francis Tsai, Eva Widermann Mike Mearls, Rodney Thompson, Andy Collins Cartographers Additional Development Robert Lazzaretti, Bre Miller, Ryan Sansaver Jeremy Crawford Publishing Production Specialist Editing Erin Dorries Julia Martin (lead), Ray Vallese Prepress Manager Jefferson Dunlap Managing Editing Kim Mohan Imaging Technician Robert Jordan Director of R&D, Roleplaying Games/Book Publishing Bill Slavicsek Production Manager Cynda Callaway D&D Story Design and Development Manager Christopher Perkins Setting details based on the original FORGOTTEN REALMS® campaign setting created by Ed Greenwood with Jeff Grubb, D&D System Design and Development Manager the updated (3rd Edition) setting designed by Ed Greenwood, Andy Collins Richard Baker, Sean K Reynolds, Skip Williams, and Rob Heinsoo, and the 4th Edition revision guide by Bruce R. Art Directors Cordell, Richard Baker, and Philip Athans. Kate Irwin, KarinSample Powell file Game rules based on the original DUNGEONS & DRAGONS® Cover Illustration rules created by E. Gary Gygax and Dave Arneson, and the William O’Connor later editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Special Thanks to Brandon Daggerhart, keeper of Shadowfell Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620-21858720-001 EN U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 9 8 7 6 5 4 3 2 1 & LATIN AMERICA Hasbro UK Ltd ’t Hofveld 6D First Printing: Wizards of the Coast, Inc.
    [Show full text]
  • Science Fiction Au Fleuve Noir
    Au Sommaire : SF- Fantasy, mais aussi Fantastique, Merveilleux, Etrange, Mystère, Frayeur, Epouvante... - Commande Merci de vérifier par e-mail la disponibilité des ouvrages que vous souhaitez acquérir. Frais de port : - offerts dès 90 € d'achat - envoi via Mondial Relay au dessus de 5kgs. Le Site De Papy-Dulaut Papy-Dulaut La SF au Fleuve Noir page 2 ______________________________________________________________________________________ Liste des collections proposées : "Double" (1969) "Virtuel" (1996-1997) "Espiomatic" "Magic" (1996-1998) "Les aventures du Conch" "F.A.U.S.T." (1996-1997) "Kergan" "SF" (1997-1999) "Flash" "Earthdawn" (1997-1999) "Zac" "Bibliothèque du Fantastique" "Super Luxe" (1974-1985) "Marc Stone" (1998) "Lendemains retrouvés" "Royaumes Oubliés – Double Diamant" (1998) "Horizons de l'au-delà" "Grand Format-SF/Fantasy" (1998-2004) "Les Best-Sellers" (1982-1985) "Star Wars" (1999-2011) "Hard 2004" (1985-1986) "Buffy contre les vampires" (1999-2006) "Gore" (1985-1990) "Titan" (2000) "Les Chevaliers de Lumière" (1987-1991) "La Vampire" (2000-2001) "Les Maîtres Français de la SF" (1988-1991) "Charmed" (2001-2007) "Robert E. Howard" (1991-1993) "Thraxas" (2002) "Quatuor" "WarCraft" (2003/2007) "Super Poche" "StarCraft" "Conan" (1993-1995) "Diablo" (2003) "Star Trek" (1993-2001) "Rendez-vous ailleurs" (2002-2011) "Super Héros" "Cinéma" "Angoisses" (1993-1994) "Resident Evil" (2002-2005) "Frayeur" (1994-1995) "Thriller fantastique" (2003-2006) "Les Royaumes Oubliés" (1994-2007) "Smallville" (2003-2005) "Shadowrun" (1994-2001) "Thriller" "Ravenloft" (1995-1998) "Guin Saga" (2006-2007) "Aventures et Mystères" (1995-1996) "L’Empire des Etoiles" (2006-2008) "Lancedragon" (1996-2007) "Territoires" (2011-...) "Battletech" (1996-1997) Sommaire Papy-Dulaut La SF au Fleuve Noir page 3 ______________________________________________________________________________________ "Fleuve Noir Double" (1969) 1969 1-2 LIVANDERT Graham Prison à vie LAFOREST Serge Une poigne de fer 1969 3-4 CAYEUX J.B.
    [Show full text]
  • Avandra's Faithful
    From the hilltop, Thelwyn surveyed the scene below him, noting the contingent of skeletal guards standing silently at the tomb’s entrance. The cleric of Avandra considered his options, smiling a bit, and turned to his compatriots. “Twelve skeletons brandishing rusty blades,” said Thelwyn in a matter-of-fact tone. “They shouldn’t be much of a prob- lem. Avandra will aid us.” Thelwyn’s second, Bria Hammerhelm, looked at him incredulously. “Four on twelve. No, that shouldn’t be a problem.” “We could create a distraction,” offered Elistrial, the party’s thief. “Perhaps draw a few of them away from the tomb doors. I bet Tornal’s wizardry could manage that.” The acerbic wizard snorted. “Skeletons might not fall for such trickery.” Thelwyn’s three companions fell to bick- ering over how to deal with the skeletons. The cleric’s smile never faltered as he broke into the exchange. “Friends! We Channel Divinity: Avandra don’t have time for intricacies. The ghost within the tomb is about to rise. We need to act now.” He glanced over his shoulder The Ever- and began reciting the credo he had driven into his friends’ minds over the past few months. “A life lived timidly . .” He rose, turned, and charged toward the tomb. Forking Path As Thelwyn ran forward, his friends By Craig Campbell smiled to one another and finished in one Illustration by Miguel Coimbra voice: “. is a life not worth living!” TM & © 2011 Wizards of the Coast LLC. All rights reserved. Apr il 2011 | Dragon 398 1 Channel Divinity: Avandra he ver The Wind Always Blows Although one might think that this way of doing T e - things would create resentment among the older, Avandra promotes change in all forms, but more so more experienced clerics, it instead creates a strong Forking PaTh as an agent for bringing about a better tomorrow.
    [Show full text]