Advanced Dungeons & Dragons® 2Nd Edition the Complete Book Of
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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. -
Dms Guild Author/Lead Designer
Publisher: DMs Guild The Paladin Compendium is a collection of 25 uniquely Author/Lead Designer: Eric W.A Tkachuk crafted subclass options for the Paladin Player Class for Editors: Darian Zwaan and Rebecca Barber the 5th edition of the world’s greatest roleplaying game Playtesters: Darian Zwaan, Michael Zwaan within a Forgotten Realms setting. The archetypes All Art: DMs Guild Creator Resource Art included in this supplement are flavored after 25 Gods Packs, and a free for commercial use image and Goddesses from the realms that embody Lawful from Pixabay on pg. 4 Good/Neutral/Evil alignments. The intent is to provide Paladin players more uniquely flavored and tailored options for roleplaying, combat, DMs Creator’s Guild Members: For their and exploration, centered on their chosen God or assistance, advice, support, and splendid Goddess. A further goal of the product was to provide nature. such options in a manner that fit snugly within the established lore and mythos of the Forgotten Realms as Dearest friends and family: Words do little a method to increase a player’s sense of immersion. justice to thank you all for your love, support, and faith you have given me This product proved to be a particularly fun addition to through this process or the lessons and official modules such as The Curse of Strahd and Baldur’s influences imparted upon me in my life. Gate: Descent into Avernus, where the Paladin class Thank you. tends to shine. However, make no mistake this supplement is fun and balanced for any table set within To my dearest: The good and the bad, the the Forgotten Realms. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
The Adventurers Club Ltd. 64C Menelik Road, London NW2 3RH
The Adventurers Club Ltd. 64c Menelik Road, london NW2 3RH. Telephone: 01-794 1261 MEMBER'S DOSSIERS Nos 33 & 34 - SUMMER 1988 ******************************************* REVIEWS: LEGEND OF THE SWORD MINDFIGHTER RETURN TO DOOM CORRUPT I ON VIRUS THE BERMUDA PROJECT KARYSSIA FEDERATION APACHE GOLD RONNIE GOES TO HOLLYWOOD CRYSTAL OF CARUS S.T.I. NOVA ARTICLES BY: RICHARD BARTLE TONY BRIDGE KEITH CAMPBELL HUGH WALKER ------LATEST ----NEWS --ON ---THE ADVENTURING SCENE BASIC ADVENTURING DISCOUNTED SOFTWARE -----------AND MUCH MORE!II BelD-Llaa Details •••e ...........*. EDITORIAL **.*.***. Members have access to our extensive databank of blnts an4 solutions for most of the popular adventure games. Be1p can be obtained as Dear Fellow Adventurer, follows: Welcome to MDs Nos 33-34! • By Mail. Please enclose a Btamped Addressed Bnvelope. Give us the title and What a summer! As explained in our "Summer 1988 - Newsflash", the version of the g&llle(s), and detail the queryUes) wbich you have. We publication of this Dossier was delayed because of two postal strikes shall usually reply to you on the day of receipt of your letter. (one local unofficial and one national official) which affected our Overseas Members using the Mail Belp-Line should enclose an I.R.C. for receiving articles and reviews which were scheduled for publication in a speedy reply, otherwise the answers to their queries will be sent this issue. True, we could have filled the Dossier with 8 additional together with their next Member's Dossier. pages of reviews of old adventures of no interest to anyone but, rightly or wrongly, we thought that maintaining our high standards • By 'lelephone: was more important than publishing just for the sake of doing so. -
An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978. -
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. -
Download 1 File
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. -
News from Bree [email protected]
NNeewwss FFrroomm BBrreeee The Official Middle-earth™ PBM Newsletter Issue 35, May ‘08 “Strange as News from Using Food in Middle-earth: Four Bree…” Useful Tips for Food Preparation The Lord of the Rings Chapter 9 Useful Tips for Food Preparation By Clint Oldridge 1: Being Fed in Middle-earth 3: Information Gathering The Talk at the Keeping moving armies fed is always If you have a spare order at a population Prancing Pony… difficult, but it's even more so when you centre and one food, then I often use a 948 get other friendly armies turning up at PCs order (Transport by Caravans) from that PC Featured Articles you control. (Don't forget that it is your to send a food to a location off map, in order relations to them that is important, so that to check whether the enemy has put up a Using Food in Middle- Page 1 even if they're not friendly you will feed camp there. If it fails then there's no PC, and earth: Four Useful Tips them). it's also slightly confusing to the enemy! for Food Preparation, By Clint Oldridge If you have more than one army at a population centre the free food gets divided 4: Market manipulation Kin-strife Sneak Preview: Page 2 between the armies in proportion to their the Good, the Bad and When the market is gutted with food it can the Ugly hunger (counting cavalry twice). often ‘crash’, reducing food stores available to low quantities. I find that around the The Untold War of the Page 3 So, for example, if the following three 300,000 food on the market is sufficient to Ring: Face to Face Game armies are at a village: cause such a crash, so if you're able to sell additional food you can sometimes push the The Lord of the Rings: So Page 8 Army A 100 Heavy Infantry market to crash and then food sells at two or What’s It All About Army B 50 Heavy Cavalry & Then? more next turn. -
309810-Sample.Pdf
Sample file Slaad Timing An adventure for 4-6 5th level adventurers Special Thanks Jeff Borders Bradley Barger ProDnD Rosemary Callahan-Gray Editing Cartography Writer Layout Saga Mackenzie Jeff Ellis Insta - @sagamackenzie Robert Tarr Olobosk Contents Adventure Background 2 Chapter 2: Capital Building17 Overview 2 Stationary Rooms 18 Personalizing the Adventure 2 6a. Waiting Room 18 Factions3 6b. Guided Tour Starting Room 18 Cultists3 6c. Gallery of Great Slaadi 19 Fey Merchant3 6d. Smoking Room 19 Holy Warriors 4 6f. Kitchen 20 Heretics 4 6e. Mail Room 20 Slaadi 5 6g. Prison 21 Limbo Puddles 6 Random Rooms 21 Prologue 7 6h. Trapped Treasure Room 22 Chapter 1: City Square 8 6j. False Boss Room Entrance 23 1. Park 9 6i. Body Double Room 23 2. Church 10 6k. The Ritual Chamber 24 3. Library 11 AppendixA:Monsters 25 4. Crystal Mines 13 Appendix B: Magic Items 28 5. Curiositys Shack 15 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 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. ThisSample work contains material that is copyright Wizards of the Coast and/or other authors. Such material is usedfile with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Robert Tarr and published under the Community Content Agreement for Dungeon Masters Guild. 1 Adventure Background A local toad-worshipping cult recently learned of the slaadi and how these toad-like aliens can transform them into something similar to the creature they deify.Mortem Muerte,adeath slaad from the Ever- Changing Chaos of Limbo, sees the cult’s obsession with the slaadi as an opportunity to invade the Material Plane. -
The New FORGOTTEN REALMS Campaign Setting
A FORGOTTEN REALMS CAMPAIGN SETTING WEB ENHANCEMENT BY THOMAS E. RINSCHLER the Avaricious. He is an intensely greedy deity and is both desirous and envious of others’ riches. He and his followers believe in the acquisition and hoarding of money and other forms of wealth by any and all means necessary. His relations with his fellow dwarven deities are strained, but he has not been cast out of the pantheon. The domains he is associated with are Dwarf, Evil, Luck, Trade, and Trickery. His favored weapon is the dagger. he new FORGOTTEN REALMS Campaign Setting pro- Tvides basic information on all of the deities of Faerûn and detailed information on thirty of them. Aerdrie Faenya Here are descriptions similar to those found in the deity entries in Aerdrie Faenya (air-dree fah-ane-yuh), the elven goddess of the air, the D&D Player’s Handbook for all the remaining deities of the weather, and birds, is chaotic good. She is also called the Winged FORGOTTEN REALMS Campaign Setting. Mother and the Lady of Air and Wind. Stories say that she was revered in times past by the legendary winged avariel elves, but now she is mainly venerated by those elves who are interested in the weather, especially druids and rangers, and by those elves who either Abbathor possess winged mounts or have befriended flying creatures. The The dwarven god of greed, Abbathor (ab-bah-thor), is neutral evil. domains associated with her are Air, Animal, Chaos, Elf, Good, and His titles include the Great Master of Greed, the Trove Lord, and Storm, and her favored weapon is the quarterstaff. -
Dungeons & Dragons (1979) Supplement 1 Greyhawk
Supplement I G R E Y H A W K BY GARY GYGAX & ROB KUNTZ With Special Thanks to Alan Lucion, Mike Mornard and Jeff Key for Suggestions ILLUSTRATIONS BY GREG BELL 2003 © 1976 — TSR GAMES 12th Printing, November, 1979 Printed in U.S.A. Index MEN & MAGIC Characters. ........................................ 4 Determination of Abilities ............................. 7 Non-Player Characters. ............................... 9 Levels and Number of Experience Points Necessary to Attain Them ..................... 9 Statistics Regarding Classes. ........................... 10 Guidelines for Awarding Experience Points for Monster Slaying. .........................12 Awarding Experience for Non- Player Characters ................................ 13 Alternate Combat System ............................. 13 Damage — Weapon Type .......................... 15 Damage — Monster Type .......................... 16 Spells T a b le........................................ 19 Explanation of Spells.................................21 MONSTERS & TREASURE The Monsters. ......................................33 Monster Descriptions. ................................34 Magical Maps Determination Table. .....................40 Explanation of Magic Items. ...........................46 THE UNDERWORLD & WILDERNESS ADVENTURES Tricks and Traps ................................. 61 Monsterous Tricks and Combination Monsters ........ ....................63 Monster Level Tables. ................................65 Foreword One cannot properly introduce a supplement to an existing -
Way of the Weave for 5E D&D
2/3/2019 The Homebrewery - NaturalCrit Way of the Weave for 5e D&D (Monastic Tradition) Created by Scott Sampson Youtube: Scontent Twitter: @PokeMasterScott DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA Sampleand other countries. file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Scott Sampson and published under the Community Content Agreement for Dungeon Masters Guild. https://homebrewery.naturalcrit.com/print/B1-F8fmTmN?dialog=true 1/2 2/3/2019 The Homebrewery - NaturalCrit Way of the Weave (Monastic Tradition) he Weave is a fabric of magic that underlies Weave-Infused Ki the planes and is arguably the source of power Starting at 11th level, you can transform your ki points into for all arcane magic. Monks of the Way of the one spell slot as a bonus action on your turn. The created Weave have, through their manipulation of ki, spell slots vanish at the end of a long rest. The Creating Spell discovered how to tap into the Weave and Slots table shows the cost of creating a spell slot of a given channel its energy to cast spells. level. You can create spell slots no higher in level than 4th. TWhile many monks use this deep understanding of the Weave to explore the secrets of the multiverse, some Way of Creating Spell Slots the Weave monks choose to wield this arcane power against Spell Slot Level Ki Point Cost their foes.