Yawning Portal Campaign: Volume 3

Total Page:16

File Type:pdf, Size:1020Kb

Yawning Portal Campaign: Volume 3 Yawning Portal Campaign: Volume 3 !! The Yawning Portal Campaign provides a compelling backstory and encounters to link the adventures found in Tales from the Yawning Portal into an epically deadly and epically fun campaign. Volume 3 continues the campaign backstory from volumes 1 and 2 by providing context, encounters and transitions for Against the Giants and Tomb of Horrors. It also contains Mightyhammer Hold (level 14) and Thunderforge (level 15-16), two original adventures that can also stand alone. This volume takes characters from level ten to level 18+. This campaign guide is flexible. You can follow the adventures in order, pick and choose encounters to match the Yawning Portal adventures that you want to run, or use the backstory, encounters and adventure for a treasure hunt of your own devising! You do not need to have played through Volume 1 and Volume 2 to use this module. by EBrun Illustrations by Patrick Pullen ! Sample file ! ! ! ! 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. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission 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. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. Yawning Portal Campaign Guide: Vol. 2 1! Forge!of!Fury,!and!Safehouse.!!In!the!process,! Yawning Portal they!learned!about!Keraptis!and!recovered! Whelm!and!Blackrazor.!!An!overview!of!the! Campaign: Volume 3 characters’!quest!and!campaign!backstory!can!be! found!in!Appendix!A.! “Be careful going in search for adventure – Volume'2!picked!up!the!campaign!as!characters! it’s ridiculously easy to find.” found!clues!to!recover!Wave!in!the!Hidden! ―!William!Least!Heat-Moon! Shrine!of!Tamoachan,!only!to!lose!them!again!in! ! White!Plume!Mountain.!!Characters!learned!that! Introduction! ! ! ! ! !!2! they!need!to!complete!three!heroic!quests!and! Expanding!the!Campaign! ! ! !!2! went!on!the!offensive!as!they!explored!the! NPC!Descriptions! ! ! ! !!3! Cabinet!of!Curiosities!and! Against!the!Giants! ! ! ! !!4! the!Doomvault!from!Dead! Mightyhammer!Hold! ! ! ! !!9! in!Thay.!!! Thunderforge! ! ! ! ! 13! ! Tomb!of!Horrors!Connection! ! ! 22! In'Volume'3,!characters! Appendix!A!(Campaign!Backstory)! ! 23! prove!themselves!worthy!of!Whelm,!by!fighting! Against!the!Giants!and!the!dark!instigators! behind!them.!!They!have!to!opportunity!to!end!a! Introduction recurring!threat!in!Mightyhammer!Hold.!They! will!complete!their!heroic!quests!by!freeing!the! Tales!from!the!Yawning!Portal!presents!seven!of! oracle!at!Thunderforge!and!seek!their!destinies! the!most!creative,!deadly,!and!entertaining! in!the!Tomb!of!Horrors.! adventure!modules!in!Dungeons!&!Dragons!lore.! ! Each!of!these!adventures!can!easily!be!dropped! into!an!existing!campaign,!or!played!as!one-off! Expanding the Campaign adventures.!!However,!the!compilation!also! Although!Tales!from!the!Yawning!Portal!ends! presents!the!opportunity!to!create!an!epically! with!Tomb!of!Horrors,!it!may!be!an!unsatisfying! deadly!and!epically!fun!campaign,!spanning! way!to!finish!a!campaign.!The!characters!do!get! levels!1!–!20.! Sample tofile!square!off!against!Acererak!(and!likely!die),! ! but!there!is!no!resolution!to!the!characters’! The!Yawning!Portal!Campaign!(Volumes!1-3)! interactions!with!Keraptis.!The!adventure,! provides!a!compelling!backstory!and!encounters! Distorted!Reality!(to!be!released!in!fall!of!2017! to!provide!context!for!the!adventures!in!the! on!DMs!Guild),!allows!characters!of!level!19-20! official!publication.!!The!campaign!is!nominally! to!confront!Keraptis!in!his!final!gambit!to!reach! set!in!the!Forgotten!Realms,!but!location!specific! godhood!–!possibly!destroying!Toril!in!the! references!are!minimized!for!easy!transport!to! process.!!If!you!would!like!to!plant!the!seed!for! any!world.!Although!the!Yawning!Portal! this!adventure,!include!the!following!clues!as! Campaign!connects!the!adventures!in!the!Tales! you!play!through!this!volume.!! from!the!Yawning!Portal,!you!do!not!need!to!use! them!all.!!The!campaign!background!and!hook! Skull'and'Candle' can!be!inserted!at!any!time!before!playing! through!White!Plume!Mountain.!The!encounters! The!characters!find!a!black!candle!with!a!skull- can!stand!alone!with!the!individual!adventures,! shaped!holder!in!Ctenmiir’s!bedroom!(room!6!in! or!as!encounters!in!adventures!of!your!design.! Mightyhammer!hold).!The!candle!and!holder!is! ! identical!to!the!one!found!in!the!Crypt!of!Murkos! Volume'1!took!the!characters!from!level!one!to! (Tales!Volume!2,!page!16).!!The!candle!and! level!five!as!they!conquered!Sunless!Citadel,! holder!detect!as!magic.!!When!lit!and!the! appropriate!phrase!is!uttered,!it!will!teleport! Not for resale. Permission granted to print or photocopy this document for personal use only. Yawning Portal Campaign Guide: Vol. 2 2! anyone!within!10!feet!to!the!lair!of!Keraptis!in!a! Symond!Turney!is!an! dismal!demi-plane.!!Unfortunately,!there!are!no! eccentric!treasure!hunter! clues!present!to!determine!the!activation!phrase.! living!in!Waterdeep.!! While!he!actively!engaged! If!the!characters!do!not!attack!Mightyhammer! in!expeditions!in!his! hold,!integrate!this!clue!into!the!Drow!Priestess! younger!years,!he!now! chamber!at!the!end!of!Against!the!Giants.! focuses!on!research!and! funding!expeditions!for! Paladin'of'Oghma' younger!adventurers.!His! Lord!Narus!the!Knowing!is!a!high!ranking! house!and!office!in!the!Sea!Ward!is!a!well- paladin!of!Oghma,!tasked!with!safekeeping!of!the! stocked!cabinet!of!curiosities.!It!is!impossible!to! knowledge!that!the!Church!feels!is!too! have!a!short!meeting!with!Symond!as!he!loves! dangerous!for!the!world!to!know.!!He!is!hanging! fine!food,!wine!and!storytelling!about!anything!–! from!a!wall!near!Ctenmiir’s!throne!(Area!4!of! his!adventures,!long!lost!friends,!his!medical! Mightyhammer!Hold)!or!in!an!appropriate! ailments,!etc.!! location!in!the!Drow!Priestess!chambers!at!the! ! end!of!Against!the!Giants.!!He!has!been!tortured,! The!balding!Symond!(use!mage!stats)!regularly! almost!completely!drained!of!blood,!and!near! employs!unseen!servants!to!assist!with!tasks! death.!He!gives!a!subtle!clue!as!to!a!plot!by! (especially!serving!food).!!In!addition,!his! Keraptis.! familiar,!Fuzz!(bat),!is!usually!napping!in! Symonds!impressive!white!beard!–!occasionally! One!of!many!plots!by!Keraptis!is!the!search!for! sticking!its!head!out!to!see!who!is!disturbing!its! the!Codex!of!the!Mist.!The!Codex!of!the!Mist!is! sleep.! the!name!given!by!the!Church!of!Oghma!to!a! ! dangerous!artifact!created!by!the!dead!goddess,! Leira,!the!Lady!of!the!Mists,!goddess!of!liars!and! Brother'Ejs!is!a!half-elf!priest!of!Oghma.!!He! illusionists.!!Prior!to!her!death,!she!crafted!a! works!as!a!scholar!at!the!Font!of!Knowledge! tome!that!spoke!to!the!truth!(or!lie?)!of!reality.!! (Temple!to!Oghma)!in!the!Castle!Ward.!!Ejs! Some!legends!believe!that!she!imparted!the!tome! serves!the!Harpers!as!a!researcher!specializing! with!a!shard!of!her!divinity!and!a!ritual!capable!Sample in!elven!history.!file !Ejs!talks!quickly!when!he!is! of!remaking!reality!to!the!wielder’s!liking.! excited!and!is!prone!to!making!social!gaffes.!!He! often!leads!a!sparsely-attended!weekly!lecture! NPC Descriptions from!the!temple!on!ancient!elven!empires.!! ! In!Volumes!1!&!2,!two!scholars!were!introduced! Dungeon!Master!Notes:!Ejs!is!always!on!the! that!can!help!characters!with!research.!!It!may!be! lookout!for!esoteric!information!-!especially!if!it! helpful!to!introduce!a!magical!means!of! is!related!to!elven!history.!!He!is!an!excellent! communication!(e.g.!a!scrying!gem,!magical! researcher,!but!can!easily!become! parchment,!or!other!device)!between!the!party! distracted.!!The!amount!of!time!for!his!research! and!one!of!these!researchers!as!a!way!to!help!the! can!be!decreased!by!larger!donations!to!the! party!get!questions!answered.!!Both!of!these! temple.!Stats:!Use!the!Priest!entry,!but!increase! scholars!are!nominally!based!in!Waterdeep.! intelligence!to!20.! ! ! (Excerpted*from*Faction*Folio:*Waterdeep,*A*DM’s* City*Guide,*available*on*DMsGuild)* Not for resale. Permission granted to print or photocopy this document for personal use only. Yawning Portal Campaign Guide: Vol. 2 3! Against the Giants • The!Gauntlet:!Meet!with!Bruntilar!Silvershield,! a!priest!of!Torm!and!member!of!the!Girded! Levels'10'0'14' Healers!(a!sect!dedicated!to!healing).! NOTE:*The*encounter,*Ctenmiir*Attacks,*makes* • The!Harpers:!Meet!with!Chase!Fleetfoot,!the! two*assumptions.*** half-elf!bartender!at!the!Gambling!Golem.! * • The!Emerald!Enclave:!!Meet!with!Radisgar,!an! (1)*The*characters*are*in*possession*of*Whelm,*the* Uthgar!barbarian!and!druid!living!in!a!small! legendary*warhammer*from*White'Plume' homestead!to!the!east!of!Longsaddle.! Mountain.*If*the*characters*do*not*have*this*item,* • The!Zhentarim:!!Meet!with!Jarkay!the!Third,! have*them*find*it*while*in*the*Glacial*Rift*of*the*
Recommended publications
  • Campaign Information
    Arak and Gwydion (Some Thoughts on the Shadow Elves' History) By R. Sweeney Gwydion isn't a 'real' demon, but rather a creature of great power from the plane of shadow. Gwydion's evil was his enslavement of the ShadowElves. His torment is his betrayal by Arak. Unlike Vecna, he was not on the prime and could only be 'trapped' because he was trying to follow the Shadow Elves into RL. (Presumably to kill them or re-enslave them). I wonder what Arak was thinking, however. Would there be anyplace he could take the Shadow elves into exile where Gwydion could not follow? Did he think he could hide from such a powerful creature? Gwydion must have had an enemy. A sibling perhaps. The Shadow Elves must have acted as some sort of armed forces for him. Arak must have believed that if Gwydion suddenly found himself without his Slaves, he would have been destroyed by his rivals. However, there other.. less satisfying, perhaps, ways of re-writing ShadowElf history. Gwydion, the shadow-being, falls 'in love' with an elf from some other world. They mate, bear children. Woman dies, Gwydion takes his children and their children as slaves. Millenia pass. Arak was Gwydion's favorite. Perhaps, Gwydion had mated with one of the Shadow elves of unsurpassed beauty and begat Arak. Thus, he set his son above all the other slaves. Arak, however, desired more than to be the head of the slaves. He managed to betray his father to his enemies. Arak had intended patricide. He was going to take away Gwydion's protective armed forces, leaving him vulnerable to attack by his other enemies.
    [Show full text]
  • Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
    Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie.
    [Show full text]
  • Cult of the Dragon
    Cult of the Dragon by Dale Donovan And naught will be left save shuttered thrones with no rulers. But the dead dragons shall rule the world entire, and . Sammaster First-Speaker Founder of the Cult of the Dragon Dedication To my mother and my father, who always encouraged me, no matter how seemingly strange my interests may have appeared. Thanks to you both I had the chance to pursueand obtainmy dream. While it may seem curious to dedicate a book about a bunch of psycho cultists to ones parents, I figured that, of all people, you two would understand. Credits Design: Dale Donovan Additional and Original Design: L. Richard Baker III, Eric L. Boyd, Timothy B. Brown, Monte Cook, Nigel Findley, Ed Greenwood, Lenard Lakofka, David Kelman, Bill Muhlhausen, Robert S. Mullin, Bruce Nesmith, Jeffrey Pettengill, Jon Pickens, and James M. Ward Development & Editing: Julia Martin Cover Illustration: Clyde Caldwell Interior Illustrations: Glen Michael Angus Art Direction: Dana Knutson and Dawn Murin Typesetting: Angelika Lokotz Research, Inspiration, & Additional Contributions: Robert L. Nichols & Craig Sefton Special Acknowledgment: Gregory Detwiler, Ed Greenwood, Jamie Nossal, Cindy Rick, Carl Sargent, Steven Schend, and the stories of Clark Ashton Smith & Edgar Allan Poe Campaign setting based on the original game world of Ed Greenwood. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, PLAYERS OPTION, and the TSR logo are registered trademarks owned by TSR, Inc. COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, and MONSTROUS MANUAL are trademarks owned by TSR, Inc.
    [Show full text]
  • H​Alls​ ​Of​ H​Eroes
    HALLS OF HEROES ​ ​ ​ ​ ​ AN ORGANIZED PLAY CAMPAIGN FOR D&D 5E ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ DUNGEON MASTER GUIDE v1.2 Effective Date: 2020-November-17 Website: hallsofheroes.com ​ Facebook: https://www.facebook.com/groups/HallsofHeroes/ ​ Twitter: @Halls_of_Heroes. ​ ​ Reddit at /r/HallsOfHeroes ​ Discord: https://discord.gg/Kf8sEen ​ 1 HE ASICS T ​ B PREPARING THE ADVENTURE ​ ​ Before you sit down at the table, you want to have Halls of Heroes is an organized play system for read through the adventure to get an idea of what’s th Dungeons & Dragons, 5 ​ Edition, continuing the going on behind the scenes. Not all adventures ​ spirit of the first seven seasons of Adventurers explain everything up front, and so it’s a good idea League. As with all organized play, the players and to have read the entire adventure to get the big DM follow a shared set of principles so that picture. You can also use this time to run what-if characters may move from adventure to adventure scenarios for how to make an adventure more or and from DM to DM freely. less challenging on the fly. Settings SITTING DOWN AT THE TABLE Halls of Heroes currently has two settings: Whether the tabletop is real or virtual, eventually Forgotten Realms (FR) and Eberron (EB). See the the players gather around. Halls of Heroes Players Guide for the relevant Ask players for relevant information about each of setting for character creation and advancement their characters that will help you balance and run rules for each setting. the adventure. What’s relevant may vary from Available Adventures adventure to adventure, but often includes things See Appendix C; Content Catalog for the full list of like character name, classes, levels, armor class, adventures for each setting.
    [Show full text]
  • Tomb of Horrors
    Tomb of Horrors LEGEND OF THE TOMB tional information which player characters would have no way of know- The legend of the tomb is an old story with many parts, some of ing, and avoid facial expressions or voice tones which might give which may be lost or obscured. Characters attempting to glean spe- helpful hints or mislead players. The real enjoyment of this module is cial information by consulting sages or through legend lore spells managing to cope, and those players who manage to do so even may still have difficulty obtaining as much background as they de- semi-successfully will appreciate your refereeing property and allow- sire, for the scraps of information are often minimal and mystical. ing them to “live or die” on their own. These bits of information are available as clues, and characters can The starting information for the module depends upon whether you make of them what they wish: Ancient Burial Places; Ancient Tombs; are using the Tomb as an insertion into your own campaign, as a Sorcerous Kings; Challenges; Surpassing (Certain Death); Soul Eat- section of THE WORLD OF GREYHAWK, or simply as a one-shot ers; Treasure; Great . The other parts of the legend can be fur- exercise for your players. Because of the variableness, the informa- nished by the Dungeon Master from the description which follows: tion for starting is stated so as to assume the expedition has arrived at the site of the TOMB OF HORRORS. As Dungeon Master, you The Tomb of Honors: Somewhere under a lost and lonely hill of may fill in whatever background Is needed, and if this is a section of grim and foreboding aspect lies a labyrinthine crypt.
    [Show full text]
  • Tomb of Horrors | Dungeons & Dragons
    TOMB OF HORRORS™ ROLEPLAYING GAME ADVENTURE Ari Marmell • Scott Fitzgerald Gray CRED1TS Design Art Director Ari Marmell (lead), Scott Fitzgerald Gray Mari Kolkowsky Development Cover Illustration Stephen Radney­MacFarland (lead), Ralph Horsley Stephen Schubert Graphic Designers Editing Keven Smith, Emi Tanji Cal Moore (lead), Miranda Horner Additional Graphic Design Managing Editing leon Cortez Kim Mohan Interior Illustrations Director of D&D R&D and Book Publishing Kerem Beyit, Zoltan Boros & Gabor Szikszai, Bill Siavicsek Nicole Cardiff, Vincent Dutrait, Steve Ellis, Jason A_ Engle, Warren Mahy, Vincent Proce, D&D Creative Manager Franz Vohwinkel Christopher Perkins Cartographer D&D Design Manager Jason A. Engle James Wyatt Publishing Production Specialist D&D Development and Editing Manager Erin Dorries Andy Collins Prepress Manager D&D Senior Creative Art Director Jefferson Dunlap Jon Schindehette Imaging Technician Carmen Cheung Production Manager Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS" rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zeb" Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620·25385000­001 EN U.S., CANADA, ASIA, PACIFIC , EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 Fi rst Printing: Wizards ofthe Coast LLC Caswell Way 1702 Groot­Bijgaardcn P.O. Box 707 Newport, Gwent NP9 OYH
    [Show full text]
  • D&D Next Bestiary for Module S1: Tomb of Horrors
    Confidential information of Wizards of the Coast LLC. Do not distribute. D&D Next Bestiary for Module S1: Tomb of Horrors This file contains D&D Next statistical conversions for the monsters encountered in module S1, Tomb of Horrors, recently re-released in Dungeons of Dread™ (a hardcover compilation of the classic S series adventure modules first published by TSR, Inc.). The monster format is identical to that used in the D&D Next monster bestiary. Apparition (Ghost) the apparition leaves voluntarily or by force, it reappears in a space within 5 feet of its former host. Medium Undead Armor Class 11 ENCOUNTER BUILDING Hit Points 54 (12d8); see Traits below Speed 40 ft., fly 40 ft. Level 7 XP 1,760 Senses darkvision 60 ft. Str 3 (–4) Dex 13 (+1) Con 10 (+0) Int 6 (–2) Wis 12 (+1) Cha 14 (+2) Alignment neutral Languages — TRAITS Ethereal: The apparition is ethereal. Immunities: The apparition cannot be paralyzed, petrified, put to sleep, stunned, turned, rebuked, or knocked prone. It is immune to disease and poison. ACTIONS Melee Attack—Corrupting Touch: +9 to hit (reach 5 ft.; one creature). Hit: 20 (4d8 + 2) necrotic damage. HorriFying Visage: Each creature within 50 feet of the apparition that can see it must make a DC 10 Wisdom saving throw. Failed Save: The creature ages 4d10 years and is frightened for 1 minute. As an action, the frightened creature can make a DC 10 Wisdom check to no longer be frightened, but only a greater restoration spell can undo the unnatural aging. Successful Save: The creature is immune to the apparition’s horrifying visage for the next 24 hours.
    [Show full text]
  • Gaz Wendar V3[1].2.Pdf
    Unofficial Game Accessory The Realm of Wendar Editor J. T. R Content by Jesper Andersen, Traianus Decius Aureus, Marco Dalmonte, Gary, Geoff Gander, Bruce Heard, Lost Woodrake, Mortepierre Malepeste, J. T. R, Shawn Stanley, Patrick Sullivan, Thorfinn Tait, and Zendrolion Table of Contents Welcome to Wendar ................................................................................................................................... 2 History as the Characters Know it ........................................................................................................... 3 History as the Immortals Know it ............................................................................................................ 4 Geography ................................................................................................................................................... 9 Society ........................................................................................................................................................ 12 Military....................................................................................................................................................... 15 Personalities .............................................................................................................................................. 16 Special Rules for Wendar ........................................................................................................................ 18 Monsters....................................................................................................................................................
    [Show full text]
  • Dragon Magazine #136
    Issue #136 Vol. XIII, No. 3 August 1988 SPECIAL ATTRACTION Publisher Mike Cook 7 Urban Adventures: An orc in a dungeon is a foe. An orc in the city could be mayor. Editor 8 Building Blocks, City Style Thomas Kane Roger E. Moore Is there a fishmonger in this town? This city-builder has the answer. Assistant editor Fiction editor 18 The Long Arm of the Law Dan Howard Robin Jenkins Patrick L. Price Crime and punishment in FRPG cities; or, flogging isnt so bad. 22 Taking Care of Business Anthony D. Gleckler Editorial assistants The merchant NPC class: If you like being rich better than anything else. Eileen Lucas Barbara G. Young 28 A Room for the Knight Patrick G. Goshtigian and Nick Kopsinis Art director Rating the inns and taverns of fantasy campaign worlds. Roger Raupp 34 Fifty Ways to Foil Your Players Jape Trostle Mad prophets, con men, and adoring monsters to vex your characters. Production staff Betty Elmore OTHER FEATURES Kim Janke Lori Svikel 40 The Curse of the Magus fiction by Bruce Boston and Robert Frazier Subscriptions U.S. Advertising Even in exile, a wizard is still the most dangerous of opponents. Pat Schulz Sheila Meehan 46 Arcane Lure Dan Snuffin U.K. correspondents Recharge: One simple spell with a lifetime of uses. Graeme Morris Rik Rose 54 The Golems Craft John C. Bunnell To build a golem, you first need a dungeon full of money. U.K. advertising Dawn Carter Kris Starr 58 Through the Looking Glass Robert Bigelow A look at convention fun, deadlines, and a siege-tower giant.
    [Show full text]
  • Rune Caster – a New Character Class
    Sample file Rune Caster – A New Character Class THE RUNE CASTER WHAT IS A RUNE CASTER? WHY PLAY A RUNE CASTER AND NOT A A rune caster is a master of arcane spells, but WIZARD? rather than relying on a spellbook, the rune In certain campaigns your pointy hat caster uses magical symbols known as runes. In bookworm wizard might not fit thematically, addition the rune caster is much more for instance in a Viking campaign. In these dependent on ritual spellcasting. situations the rune caster might be a better option. WHAT IS A RUNE? A rune is a magical symbol that allows the rune CREATING A RUNE CASTER caster to cast one or more cantrips or spells. Creating a rune caster character requires a The rune caster carries these runes around and backstory where your character came into uses them as an arcane focus for spell casting. contact with the arcane. This contact awoke an Often the rune caster will use these runes in interest, causing your character to study the rituals for casting spells. arcane afterwards. It is often the case that the study of arcane lore is forbidden and your character had to do it in secret. Perhaps the predominant religion considers such studies heresy. Whatever the case, your character feels strong and confident enough now to use the abilities. The Rune Caster Proficiency Runes Runes - Spells Slots per Spell Level - Level bonus Features Known Attuned 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Rune casting, Ritual casting 3 1 2 - - - - - - - - 2nd +2 Rune recovery 3 1 3 - - - - - - - - 3th +2 Portent 4 2 4 2 - - - - -
    [Show full text]
  • Dragon Magazine #153
    SPECIAL ATTRACTIONS Issue #153 In the Hands of the Gods: Vol. XIV, No. 8 11 Just hope that they dont drop you. January 1990 The Goals of the Gods Craig Barrett, Jr. Publisher 12Just what does a deity want out of life? For starters, everything. James M. Ward As Above, So Below Craig Barrett, Jr. Editor 22As men look up to gods, so do gods look to those powers above them. Roger E. Moore Following in Their Footsteps Fraser Sherman 26Why clerics of Poseidon had better not get seasick, and other priestly Fiction editor tidbits. Barbara G. Young Your Place in the Grand Scheme Tom Little Assistant editor 36Your cleric has a role in the Cosmic Plan if he can find it. Dale A. Donovan Art director O THER FEATURES Paul Hanchette Firebearer fiction by Lois Tilton Production staff 42To save a Titan, you must defy the god who punished him. Kathleen C. MacDonald The Game Wizards Jeff Grubb Gaye OKeefe Angelika Lokotz 48In which Jeff entertains a well-known visitor from the Forgotten Realms. Subscriptions The Role of Books John C. Bunnell Janet L. Winters 51 A look at how gods (and authors) handle their worlds. U.S. advertising The Ecology of the Manticore Spike Y. Jones Sheila Gailloreto Tammy Volp 56The best way to learn about this beast is probably also the worst. Through the Looking Glass Ed Dobrianski U.K. correspondent 60Want to make your very own army of dragons? Heres how! and U.K. advertising Sue Lilley The Voyage of the Princess Ark Bruce A. Heard 68A new article series explores the D&D® Known World from above.
    [Show full text]
  • Baldur's Gate
    Content Catalogue Version 9.01 Baldur’s Gate Descent into Avernus Credits D&D Organized Play: Christopher Lindsay D&D Adventurers League Administrators: Lysa Penrose, Amy Lynn Dzura, Claire Hoffman Greg Marks, Alan Patrick, Sam Simpson, Travis Woodall Effective Date 17 September 2019 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. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. D&D Adventurers League Catalogue IT WAS OGHMA, THE GOD OF KNOWLEDGE. Although I can’t really say that I met him, I suppose, as he was drunk and fast asleep in Cousin Roffler’s back lawn – or perhaps I should say ON Cousin Roffler’s back lawn. He was a giant of an avatar, sprawled out and snoring. I wonder how you get a god drunk? —Jan, a thief, to Minsc, a barbarian What is This? The Dungeons and Dragons Adventurers League has been around for a few years now, and a lot of content has been created during that time.
    [Show full text]