Defilers and Preservers: the Wizards of Athas
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Bloodsand Arena Its Sorcerer-King, Kalak, Is Dead
rumors that its citizenry is in open rebellion, and hunters to your whereabouts. Now desperate, Bloodsand Arena its sorcerer-king, Kalak, is dead. you’ve accepted work with an elf trader name Kaldras. He needed a few able-bodied workers You have joined an elven caravan heading Revision by Baz Stevens from an original to guard his caravan and care for his beasts as southeast. You notice the elves have a few adventure by Chris Tulach. Original version to they journey to Tyr. Once there, Kaldras plans workers along and ask the caravan master, be found at the Wizards of the Coast website to reunite with the rest of his tribe, unload his Kaldras, if he could use a few more hands. He cargo, and pay you 50 gp in ceramic. By posing hires you to guard the caravan and care for his Level 6 as respectable hired hands, you hope to evade beasts. Once in Tyr, you can collect your 50 gp your pursuers and find a new, less colourful in ceramic apiece and either purchase supplies Wilderness backgrounds path when you reach Tyr. there or head to Grak’s Pool, a nearby oasis, to obtain water. Highsun, the hottest month of the year, is brutal The Road to Tyr on everyone, including your band of outcast Urban backgrounds (Poster map) refugees living in the foothills of the Ringing Mountains north of the city-state of Tyr. When Crimson sun, olive sky your gang moved to its current camp during the Tyr is a city-state in chaos, and paradigms across Two moons Athas are snapping. -
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Dungeon # 189 | Features Archive | 4/8/2011 Doing Your Groundwork Every adventure begins with a subtle or not-so-subtle hook—that carrot or stick which motivates the characters to risk their lives for gold, glory, or the greater good. Some hooks are instantaneous and unavoidable. When a dragon drops from the sky into a screaming dive straight toward you, the adventure is on whether you like it or not. Most adventures, though, benefit from having some groundwork laid before the main structure gets built. Clues need to be sprinkled in the characters' paths, rumors whispered in their ears, unsigned notes left in their saddlebags, or magic relics of unknown origin discovered in a forgotten tomb or delivered to their rooms in the dead of night. These types of hooks are most effective when players have time to wonder about them for a few game sessions before their meaning becomes clear. That's the purpose of this article. It presents the hooks and rumors you can sprinkle around the inn weeks before launching characters into an adventure. If you inadvertently insert a few leads into the game which never pan out, you've still made the world feel like a bigger place than your dining room table. Scarblade "Scarblade" is an adventure for characters of 7th to 9th level. It takes place in the Chaos Scar or in any densely forested area in your campaign setting. In "Scarblade," characters discover a gladiatorial pit that is associated with an enticing magical artifact known as the Scarblade. The Proving Pit and the Scarblade are both self-aware to a limited extent. -
Liste De Modules *D&D
Liste de modules *D&D Liste de modules *D&D La dernière version est disponible sur le site D&D Collection (http://dndcollection.free.fr) Cette liste a été générée le 13/01/2004 Ce document a été créé à l'aide de FPDF Ecrivez à : [email protected] pour tout renseignement ou remarque Page 1 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D Allemand Page 2 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D AD&D 1ere Edition Dragonlance N° TSR Code Titre Module PDF Copie DL2 Drachen der Flammen DL1 Drachen der Verzweiflung DL5 Drachengeheimnisses Forgotten Realms N° TSR Code Titre Module PDF Copie I3-5 Wüste der Verdammnis Greyhawk N° TSR Code Titre Module PDF Copie 8609/9 L2 Auf der Spur des Attentäters 8608/0 L1 Begegnung auf dem Knochenhügel Monstrous Arcana N° TSR Code Titre Module PDF Copie 8301 Die Teufel der See Non classés N° TSR Code Titre Module PDF Copie 8650/0 N1 Gegen den Kult des Reptilien-Gottes Règles N° TSR Code Titre Module PDF Copie 8537/6 Monster Handbuch I 8538/5 Monster Handbuch II Mythen & Legenden 8136/1 Spieler Handbuch Page 3 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. -
The City-State of Draj
TThhee CCiittyy--SSttaattee ooff DDrraajj By Gabriel Cormier and Jon Sederqvist Credits Design: Gabriel Cormier, Jon Sederqvist 3E Design: Jon Sederqvist Editor: Gabriel Cormier Editorial Assistance: Austin Butcher, Jon Sederqvist Art Directory: Gabriel Cormier DS 3 Logo: Robert Adducci Layout: Gabriel Cormier Interior Art: Bruno Lopez, Neeva, Yoni Banai, Frédéric Gamache Maps: Gabriel Cormier, Derek Cabotaje, Austin Butcher Review: Andrej Damjanovic, Austin Butcher, Mike Ring Sources: Dragon Crown, Dune Trader, Slave Tribes, Terrors Beyond Tyr, The Complete Gladiator’s Handbook, The Wanderer’s Chronicle, The Wanderer’s Journal, Valley of Dust and Fire, Veiled Alliance Visit the Dark Sun website at www.athas.org or the Wizards of the Coast website at www.wizards.com/dnd Requires the use of the Dungeons & Dragons(R), Third Edition Core Books, and the Psionics Handbook, published by Wizards of the Coast, Inc. a subsidiary of Hasbro, Inc. The City-State of Draj Legal Notice: Dungeons and Dragons®, D&D, and Dark Sun® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. The content here in is considered to be derivative work (as it is based on the intellectual property owned by Wizards of the Coast), and the articles within are jointly owned by both Wizards of the Coast and their authors. As such neither can do anything outside the official website without the permission of the other. This project may be reproduced for personal use, but may not be used to generate revenue. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. -
Collectors Checklist by Richard © 2001, Version 2.7
Dungeons&Dragons Collectors Checklist by Richard © 2001, version 2.7 Well met and welcome to the Collectors Checklist! I made this checklist for myself to keep track of what TSR products I own. Many times was I in the position to photocopy (“Xerox”) a module or booklet that the owner didn’t wish to sell. So gradually my collection expanded with not only genuine products but also with photocopies. Since the coming of the officially digitized classic products (PDF) it is even harder to keep track of what product you own in what format. With the Collectors Checklist you will be able to sort your whole Dungeons&Dragons collection, no matter what the format is! For those out there who haven’t got a clue, here’s how to use the Collectors Checklist: TSR-Code : The product’s publishing code Sub-Code : When a product belongs to a specific group of products it carries this code Title : The product’s title (dah!) Hardcopy : Check this if you have the original item Copy : Check this if you have a copy (Xeroxcopy for instance) of the original product PDF : Check this if you have a digital copy(.pdf/.doc/etc.) of the original product HINT: you can even write down the number when you own more than one copy of a product ; ) If you think any items are missing, please mail me at [email protected] . Feel free to copy/share/print this list. Please visit these websites for the best Dungeons&Dragons archives on the Internet : http://www.acaeum.com http://home.flash.net/~brenfrow/index.htm . -
Advanced Dungeons & Dragons® 2Nd Edition the Complete Book Of
The Complete Book of Necromancers Table of Contents Advanced Dungeons & Dragons® 2nd Edition Dungeon Master® Guide Rules Supplement The Complete Book of Necromancers By Steve Kurtz Table of Contents Introduction Chapter 6: The Priest Sphere How to Use This Book New Priest Spells Necromancy and the PC 1st-Level Spells What You Will Need 2nd-Level Spells Chapter 1: Necromancers 3rd-Level Spells The Standard Necromancer 4th-Level Spells Ability Scores 5th-Level Spells Race 6th-Level Spells Experience Level Advancement 7th-Level Spells Spells Chapter 7: Allies Spell Restrictions Apprentices Magic Item Restrictions Henchmen Proficiencies Familiars file:///E|/My Music/(New Downloads)/Dungeons & Dr...lete Book Of Necromancers (htm+images)/index.html (1 of 3) [5/19/2001 8:14:57 PM] The Complete Book of Necromancers Table of Contents New Necromancer Wizard Kits Undying Minions Archetypal Necromancer Secret Societies Anatomist The Cult of Worms Deathslayer The Scabrous Society Philosopher The Cult of Pain Undead Master The Anatomical Academy Other Necromancer Kits Chapter 8: Tools of the Trade Witch Poisons and Potions Ghul Lord Magic Items New Nonweapon Proficiencies Necromantic Lore Anatomy Chapter 9: The Campaign Necrology Isle of the Necromancer Kings Netherworld Knowledge The Twin Villages of Misbahd and Jinutt Spirit Lore The Iron Spires of Ereshkigal Venom Handling The Colossus of Uruk Chapter 2: Dark Gifts The Tower of Pizentios Dual-Classed Characters Capital of the Necromancer Kings Fighter/Necromancer Uruk's Summer Palace Thief / Necromancer The Garden of Eternity Cleric/Necromancer Adventure Hooks Psionicist/Necromancer The Pirate Necromancers Wild Talents Bhakau's Return Vile Pacts and Dark Gifts The Scourge of Thasmudyan Nonhuman Necromancers Lich Hunting Humanoid Necromancers Necrophiles Drow Necromancers Dr. -
Halaster's Clone
2 Path to Conquest 18 Talking the Talk 32 Eye on Dark Sun: The Black Blade By Mike Mearls & Robert J. Schwalb By Alana Abbott of Raam Introducing the conquest domain for Rumors speak of a secret language among By Rodney Thompson warpriests, complete with new domain powers thieves that sounds like gibberish to the The Black Blade of Raam plans to kill you. and features. untrained ear. For many a sly merchant or fat As if life in Athas wasn’t lethal enough! noble, it’s the last thing they hear before silent 7 Waterdhavian Themes daggers prick their flesh. By Andrew G. Schneider 35 Eye on Eberron: The Chamber Play a Blackstaff apprentice, a clone of 24 Confessions of a Full-Time By Keith Baker Halaster the Mad Mage, or a Masked Lord of Wizard These young dragons believe they have a Waterdeep. By Shelly Mazzanoble destiny tied to the Draconic Prophecy... and R&D’s “Player-in-Chief” lets loose her inner that makes them dangerous. 14 Roll Dem Bones! geek. By Dave Chalker 39 D&D Outsider: Crossing the Three-Dragon Ante might be the game of 28 Eye on the Realms: The choice in your local tavern, but in the back Merendil Gold Grand Canyon alleys you’re more likely to hear the clatter By Ed Greenwood By Jared von Hindman of dice on cobbles and the howls of rogues Long after the Merendil family was exiled A Faerûnian cop drama at its finest as and rapscallions. Introducing three new dice from Cormyr for attempted regicide, thieves signal flare spells alerted players to the games for your D&D campaign. -
Dragon Magazine #185
Issue #185 SPECIAL ATTRACTIONS Vol. XVII, No. 4 Lore of the Blasted World: September 1992 9 The DARK SUN Campaign Publisher Where only the strong survivesometimes. James M. Ward The Arena Master's Arsenal Timothy B. Brown Editor 10 Ten of the deadliest weapons any fighter can hold. Roger E. Moore Mastered, Yet Untamed Timothy B. Brown Associate editor 18 Athas has no horses, but it does have driks, Dale A. Donovan jalathgak, and undead watroaches. Fiction editor Barbara G. Young Editorial assistant FICTION Wolfgang H. Baur 34 Water and Ashes fiction by Allen Varney Art director The roots of good and evil are closely entwined in the dry Larry W. Smith soil of Athas. Production staff Gaye OKeefe Tracey Zamagne REVIEWS Subscriptions Janet L. Winters Role-playing Reviews I Rick Swan 64 Which games have the most goodies inside? Heres one U.S. advertising gamers opinion. Cindy Rick Role-playing Reviews II Allen Varney U.K. correspondent 82 Cyberpunk game worlds are alive and well . and and U.K. advertising dangerous to your chracters. Wendy Mottaz The Role of Books John C. Bunnell 90 Imagine what you could do if you could teleportthen read about a teenager who does. DRAGON® Magazine (ISSN 0279-6848) is published U.S.A.; telephone: (800) 733-3000. Newsstand distribu- monthly by TSR, Inc., P.O. Box 756 (201 Sheridan tion throughout the United Kingdom is by Comag Springs Road), Lake Geneva WI 53147, United States Magazine Marketing, Tavistock Road, West Drayton, of America. The postal address for all materials from Middlesex UB7 7QE, United Kingdom; telephone: the United States of America and Canada except 0895-444055. -
Dragon Magazine #194
SPECIAL ATTRACTIONS Issue #194 Vol. XVIII, No. 1 June 1993 9 Nothing gets your attention like a dragon Our annual tribute to our namesake-but with three new twists. Publisher James M. Ward Dragon Dogfights! Anne Brown 10 Battle it out with these aerial AD&D® rules for dragon miniatures. Editor Roger E. Moore The Dragon Project: Dexter & Cornelius Loyd Blankenship Associate editor 18 A (not very) ferocious dragon and a (not very) heroic ally for the Dale A. Donovan GURPS FANTASY* game. Fiction editor The Dragon Project: D.R.A.G.O.N-bot ver. 3.1 Ed Stark Barbara G. Young 20 Hell on wheels . not! A Troubleshooters nightmare for the PARANOIA* game. Editorial assistant Wolfgang H. Baur FEATURES Art director Larry W. Smith The Known World Grimoire Bruce A. Heard Production staff 41 Why did my flying castle crash? The Day of Dread and other D&D® Gaye OKeefe Tim Coumbe game queries answered. Subscriptions Breaking Them In Neil McGarry Janet L. Winters 44 Turn your groups novice gamers into old hands with these easy suggestions. U.S. advertising Cindy Rick Get Ready, Get Set, Go! Tom McLaughlin U.K. correspondent 48 Hit the gaming heights at the 1993 GEN CON® Game Fair! and U.K. advertising Wendy Mottaz The Official Ballot for the 1991 & 1992 ORIGINS* Awards 51 Two years in onevote now for the best games in existence! DRAGON® Magazine (ISSN 0279-6848) is published ution throughout the United Kingdom is by Comag monthly by TSR, Inc., P.O. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton. -
Prestige Class Appendix II a Community-Created Prestige Class Appendix for Dark Sun Campaigns
Prestige Class Appendix II A Community-created Prestige Class Appendix for Dark Sun Campaigns Credits Development Team: Bryan Bock, Austin Butcher, Frederick Dagenais, Gabriel Eggers, Bruno Fernandes, Alexis Gervais, Eduard Grunstern, Nathan Guest, Dave Harrison, David Kilpatrick, Angela Last, Nikos Loutas, Yanick Moreau, Joe Schultz, Charles Simpson Editor: Bruno Fernandes Rules Assistance and Review: Fabiano de Oliveira Layout: Fabrício Lopes Background Graphic: TBD ©2007 Wizards of the Coast Requires the use of the Dungeons & Dragons, Third Edition Core Books published by Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision. Wizards of the Coast is a trademark of Wizards of the Coast, Inc. in the United States and other countries and is used with permission. Legal Notice: Dungeons and Dragons®, D&D, and Dark Sun® are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. This Dark Sun on-line product has been recognized by Wizards of the Coast as an Official Dark Sun release on the Internet. The content here in is considered to be derivative work (as it is based on the intellectual property owned by Wizards of the Coast), and the articles within are jointly owned by both Wizards of the Coast and their authors. As such neither can do anything outside the official website without the permission of the other. This project may be reproduced for personal use, but may not be used to generate revenue. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. -
AD&D 2Nd Edition Core Products
AD&D 2nd Edition Core Products - Rulebooks 2100 Dungeon Master's Guide (original cover) 2101 Player's Handbook (original printing) 2121 Tome of Magic (hardcover) 2121S Tome of Magic (softcover) 2138 Book of Artifacts (hardcover) 2138S Book of Artifacts (softcover) 2159 Player's Handbook (black "revised" printing) 2160 Dungeon Master Guide (black "revised" printing) AD&D 2nd Edition Core Products - Boxed Sets 1134 Introduction to AD&D (2nd Ed.) with audio CD (small box) 1135 Introduction to AD&D (2nd Ed.) with audio CD (large box) AD&D 2nd Edition Core Products - Fast Play Game 11331 Wrath of the Minotaur 11373 Eye of the Wyvern 11450 Dungeons & Dragons® Game AD&D 2nd Edition Core Products - Optional Core Rules 2156 DM's Option: High-Level Campaigns (hardcover) 2156S DM's Option: High-Level Campaigns (softcover) 2149 Player's Option: Combat & Tactics (hardcover) 2149S Player's Option: Combat & Tactics (softcover) 2154 Player's Option: Skills & Powers (hardcover) 2154S Player's Option: Skills & Powers (softcover) 2163 Player's Option: Spells & Magic (hardcover) 2163S Player's Option: Spells & Magic (softcover) 11383 Campaign Option: Council of Wyrms AD&D 2nd Edition Core Products - DM Reference Guide 2112 DMRG1 Campaign Source Book & Catacomb Guide 2114 DMRG2 Castle Guide 2123 DMRG3 Arms and Equipment Guide 2128 DMRG4 Monster Mythology 2133 DMRG5 Creative Campaigning 2144 DMRG6 Complete Book of Villains 2151 The Complete Book of Necromancers 2164 Sages and Specialists 2170 Of Ships and the Sea AD&D 2nd Edition Core Products - Player Reference -
The Beyond Heroes Roleplaying Game Book I: the Player's Guide
1 2 The Beyond Heroes Roleplaying Game Book XXV: The Shattered Realms Invasion Writing and Design: Marco Ferraro The Book of Shattered Realms Copyright © 2020 Marco Ferraro All Rights Reserved This is meant as an amateur free fan production. Absolutely no money is generated from it. Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2018 Wizards. All Rights Reserved. Beyond Heroes is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. Contents Foreword 3 Shattered Realms Chronology 3 Shattered Realms Pre Invasion 14 Shattered Realms Post Invasion 15 Shattered Realms Universe 16 Shattered Realms Sub-Dimensions 17 Shattered Realms Star System 72 Shattered Realms Space 74 Mana Bridges 78 Shattered Realms Forces 78 Earth Post Invasion 87 Races by Realm 91 Creating your own Realm 93 Building a Spelljammer 113 Skyships 139 Probability Champions 153 The Society of the Dark Sun 157 Mana Storms 159 Running an invasion 160 3 Foreword 1. Shattered realmS The Beyond Heroes Role Playing Game is based on a heavily revised derivative Chronology version of the rules system from Although this timeline is for the Advanced Dungeons and Dragons 2nd Shattered Realms, it is presented using edition. It also makes extensive use of the equivalent Earth date for easier the optional point buying system as comparison. presented in the AD&D Player’s Option Skills and Powers book. My primary 3,000,000 BC goal was to make this system usable in The mysterious Creators, appear to be any setting, from fantasy to pulp to the first race to dominate space.