The Horse Watchers of Eberron

Total Page:16

File Type:pdf, Size:1020Kb

The Horse Watchers of Eberron The Horse Watchers of Eberron Is a supplement for the 5th edition of Dungeons and Dragons, brought to you by Marc Anderson @cy0nknight Maximilan Hart @MaximilianHart_ Marco Michelutto @marcomiki Project Lead: Marc Anderson Writing and Design: Marc Anderson, Maximilian Hart and Marco Michelutto Lore Master:Marc Anderson Editing: Maximilian Hart Layout and Graphic design: Marco Michelutto Cover art by: Bird Interior Art by: Wizards of the Coast, On the Cover: Unsplash, Pixabay Somewhere in the Blade Desert of Valenar, three Page Background by: aopsan / Freepik members of a Valaes Tairn warband rest before continuing their patrol. Eberron Logo by: Gordon McAlpin DUNGEONSSample & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand,file 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 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 module is copyright 2020 by Marc Anderson and published under the Community Content Agreement for the Dungeon Masters Guild. Desert Sentinels Thundering hooves. It started with hooves. Yvstus, my gnomish business partner, and I were about three day’s time out of Pylas Maradal, at the southern tip of Valenar, after spending time at sea. We had trade goods in our wagons, bound for Taer Valaestas. Trade goods, not slaves. We were Orien hires. We weren’t hired thugs, I swear on my mother’s grave... Or at least we didn’t think we were. I did not know that there were Aerenal elves in shackles. We must have been followed from the moment we left Pylas—how else could we have been overtaken so easily by the elves and their horses? We gave resistance, of course, and most of us paid for doing so with our lives. I am grateful to whatever spirits are looking over me for sparing Yvstus and I, for letting that band of Valaes Tairn take the elves and what else they wanted from our caravan. I’m keeping a Samplelow profile in Valaestasfile until I can get back to Sharn. - Personal Journal of Hosius Motenvald, House Orien Tradesman Table of Contents Background Information 6 The Valaes Tairn Elves: A Brief History 7 Druid: Circle of the Horse Watchers 8 Circle of the Horse Watcher Features 8 Animal affinity 8 Wild Spirit 8 Spirits of the Ancestors 9 Equine Sense 9 Ride like the Wind 9 Ranger: Horse Master 10 Horse Master Features 10 Horse Master Magic 11 Horse Master Spells 11 Blessing of the Valenar 11 Druidic Warrior 12 Rider’s Mark 12 Spirited Mount 12 Mobile Mount 12 Ride Beyond 12 SampleForming a Warband file13 New creature: Valenar Charger 14 Table of Contents Horse Armor 15 Patron Ancestors (Backgrounds) 16 The Braggart 15 Feature: favoured mount 16 Have I Ever Told you About...? 17 Suggested Characteristics 17 The Herd Keeper 19 Feature: Great Provider 19 Fate of the Land 20 Suggested Characteristics 20 The Steelweaver 22 Feature: Exceptional Steel Crafting 22 The Weaver’s Touch 23 Suggested Characteristics 23 New Spells 25 Druid Spells 25 Big Sky 25 Spirit Steed 25 Ranger Spells 26 SampleEthereal Steed file26 Rider’s Mark 26 Background Information With the release ofEberron: Rising From the Last War, the world of Eberron came roaring back into 5th edition Dungeons & Dragons, bringing adventurers both veteran and new to a place that’s straight out of pulp fantasy. WhileEberron returns to life the sights, sounds, and fantastic creatures found on the continent of Khorvaire and beyond, there are still areas of the world that have yet to be brought back to full light. One of these is the nation of Valenar, home of the Tairnadal warrior elves and their warbands. What this supplement intends to provide is more information and rules for players who want to not only play elves from this corner of Eberron, but who are also interested in becoming druids and rangers. Using this book will allow them to become part of the Siyal Marrain, or Horse Watchers, an elven druidic order that raises and cares for the magnificent steeds used by the Valaes Tairn (the “Warriors of Glory” in the elven language) and Warband rangers. They will also gain new spells and two new subclasses that evoke lore unique to the Tairnadal. Sample file 6 The Valaes Tairn Elves: A Brief History To understand the Siyal Marrain, it is important to go over the history of the Valaes Tairn elves, starting with the great Giant empire, which existed over eighty thousand years on the continent of Xen’drik. Originating on this southern continent, and subjugated as the slaves of these ancient Giants, war, maladies, curses, and more drove the elves to rebel against their masters. It was this last war, during which the Giants would nearly bring about the end of Eberron, that saw the downfall of their mighty empire. With the Giant Empire crumbling and the Giants themselves turning into violent beasts, the elves migrated to the tropical forests of Aerenal, a large island-continent to the southeast of Khorvaire. It would not be until about ten thousand years prior to present day that elves from Aerenal traveled from their new island home to the southern shore of Khorvaire, creating a settlement bordering the mighty hobgoblin empire of Dhakaan. This hold would eventually expand to all of what is Valenar today, persisting through the end of the Dhaani empire, becoming allied with the realm of Cyre, and surviving the Last War and the terrible events of the Mourning. Elves living in this country would come to be known as the Valaes Tairn, and belong to the Tairnadal cultural tradition. If the Valenar elves have done nothing else, they, and the mighty horses they have carefully bred and raised, have indeed survived through the ends of empires, countless battles, and tragedies which rocked Eberron to its very core. Make no mistake about their claims to the ground which is trampled beneath the hooves of their horses: Valenar is a battlefield, and the elves that live in it are waiting Samplefor a proper challenge. file 7 Circle of the Horse Watchers A druid subclass Druid Feature If the Valaes Tairn elves are known for nothing Level else, they are famous for the warhorses their warbands employ. 2nd Animal Affinity, Wild Spirit Legend, as it often does, holds that the first of these chargers were elven druids trapped in the form of animals by Emperor Cul’sir of the ancient Giant empire. No one can be sure 6th Spirits of the Ancestors whether this is true, but the strength and prowess of a Valenar horse is unmatchable. 10th Equine Sense Druids in the Siyal Marrain tradition are tasked with all aspects of the care of these mighty beasts: protecting the breeding grounds, caring for injured horses, and raising 14th Ride Like the Wind the young. They use their ability to Wild Shape and castspeak with animals to create a strong bond between horse and rider from an early age. Expecting a Siyal Marrain druid to be passive Animal Affinity during battle would be a grave mistake, as they are just as capable of channeling the At 2nd level, you start developing a strong powers of their ancestral spirit as they are the affinity with animals of all types. You gain forces of nature. proficiency in Animal Handling, or expertise if you were already proficient. House Vadalis scouts have reported seeing Siyal Marrain druids accompanied by a whole In addition, you can castspeak with herd of spectral horses, greatly increasing the animals at will as long as the target is a numbers of their warbands. horse or horse-like creature. Wild Spirit Starting at 2nd level, you can transform into a Valenar charger (see “New Creature: Valenar Charger”) when using your Wild Shape druid feature, ignoring the usual CR restrictions for your level. Your hit point maximum while in this Wild Shape is equal to whichever is higher: your normalSample hit point maximum or the Valenar file charger’s hit point maximum. 8 Spirits of the Ancestors Starting at 6th level, the ancient spirits of Valenar elves who transformed into warhorses to fight in the giant wars accompany you into battle. As an action, you can summon a number of spectral warhorses up to or equal to your Wisdom modifier (a minimum of one). Once you have summoned your allotted number of spectral warhorses, you cannot use this ability again until you have finished a long rest. Use the statistics of a regular warhorse, but with the following damage resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks. The spectral warhorses remain with you for 1 minute or until they are reduced to 0 hit points. These spectral horses are friendly to you and your companions and take their turns on your initiative, though they don’t take actions unless you command them to. They obey any verbal commands that you issue to them as best they can (no action required by you). If you issue no commands to them, they defend themselves from hostile creatures, but otherwise take no actions. Equine Sense At 10th level, you begin to manifest traits of the Valenar horses even when not in that form. Your speed increases by 15 feet, and you gain proficiency with heavy armor. Additionally, you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases to 120 feet.
Recommended publications
  • Gamstorm16 Program Book
    OryCon 36 Windows to Futures Past November 7-9, 2014 Lloyd Center Doubletree Hotel Portland, Oregon Artist Guest of Honor Author Guest of Honor Mark Roland William F. Nolan Panels • Gaming • Vendors • Art Show • Concerts Dances • Writer’s Workshop • Children’s Activities OryCon hosts some of the major names in science fiction and fantasy, as well as offers many events for convention-goers. OryCon is sponsored by the Oregon Science Fiction Conventions, Inc. (www.osfci.org). $45 Adults $22.50 Children 6-12 Children 5 & under are free (Prices are good through 3/31/2014 ) www.36.orycon.org Information Table of Contents Information Hotel Message from the Chair 2 Hotel Map 24 GameStorm Wants You 2 Convention Room Maps 25 People Oregon Science Fiction Conventions, Inc. Schedule (OSFCI) Code of Conduct 3 Thursday, March 20th 29 Policies 3 Friday, March 21st 34 Info Desk 5 Saturday, March 22nd 42 Registration and Badge Pickup 6 Sunday, March 23rd 49 Hospitality 6 Events Swag and GameStorm Bucks 6 Top Attractions 52 Event Sign Up 8 Board and Card Games 55 Open Gaming 8 Collectible Card Games 74 Hotel Game Library 8 Children's Programming 77 Merchandise 9 Console Gaming 78 John Andrews Memorial Worldcon Scholarship 9 Indie Hurricane! 78 People Game Lab 81 Guests of Honor 10 Live Action Role-Playing 85 Mike Selinker 10 MIB: Men In Black (SJ Games) 86 Zev Shlasinger 11 Miniatures 89 David Coronado, Michelle McNeill & Organized Role Playing 91 - Schedule Matt Branstad 12 Role-Playing Games 97 Shane Hensley 13 Special Events 104 Special Guests 14 Committee Dealers Room 16 Committee Members 106 Dealers List 16 What is OSFCI? 107 Dealers Room Map 19 Mini Painting Contest 20 Indie Hurricane! 20 Video Gaming 21 Steve Jackson Games 21 Events Children's Programming 21 Game Lab 22 Publisher-Designer Speed Dating 22 Committee Cover Art: The GameStormer Artist: Julia Gross (Tinderbox Entertainment) 2 GAMESTORM 16 Message from the Chair GameStorm is not a convention.
    [Show full text]
  • Human, Arkaiun
    ™ Sample file 620_17929_Ch1.indd 1 8/2/04 1:46:47 PM DESIGNER: Thomas M. Reid DEVELOPER: Michael Donais EDITORS: Chris Sims, Chris Thomasson, Penny Williams MANAGING EDITOR: Kim Mohan DESIGN MANAGER: Christopher Perkins DEVELOPMENT MANAGER: Andrew J. Finch DIRECTOR OF RPG R&D: Bill Slavicsek PRODUCTION MANAGERS: Joshua C.J. Fischer, Randall Crews ART DIRECTOR: Robert Raper COVER ARTIST: Sam Wood INTERIOR ARTISTS: Wayne England, Sam Wood, Richard Sardinha, Carl Frank, Chris Hawkes, Jason Engle, Christopher Rush, Ralph Horsley, Vince Locke, Mike Dubisch GRAPHIC DESIGNERS: Kate Irwin, Dee Barnett CARTOGRAPHER: Todd Gamble GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz IMAGE TECHNICIAN: Jason Wiley SPECIAL THANKS: Richard Baker, Eric L. Boyd, George Krashos, Thomas M. Costa Sources include the FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo, Counselors & Kings Trilogy by Elaine Cunningham, Defenders of the Faith by Rich Redman and James Wyatt, Demihuman Deities by Eric L. Boyd, Dragon Magazine, Dwarves Deep by Ed Greenwood, Faiths & Avatars by Julia Martin with Eric L. Boyd, Faiths and Pantheons by Eric L. Boyd and Erik Mona, Magic of Faerûn by Sean K Reynolds, Duane Maxwell, and Angel McCoy, Masters of the Wild by David Eckelberry and Mike Selinker, Monster Compendium: Monsters of Faerûn by James Wyatt and Rob Heinsoo, Monster Manual II by Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter, Old Empires by Scott Bennie, Pages From the Mages by Ed Greenwood and Tim Beach, Pirates of the Fallen Stars by Curtis M. Scott, Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt, Powers & Pantheons by Eric L.
    [Show full text]
  • Oriental Adventures James Wyatt
    620_T12015 OrientalAdvCh1b.qxd 8/9/01 10:44 AM Page 2 ® ORIENTAL ADVENTURES JAMES WYATT EDITORS: GWENDOLYN F. M. KESTREL PLAYTESTERS: BILL E. ANDERSON, FRANK ARMENANTE, RICHARD BAKER, EIRIK BULL-HANSEN, ERIC CAGLE, BRAIN MICHELE CARTER CAMPBELL, JASON CARL, MICHELE CARTER, MAC CHAMBERS, TOM KRISTENSEN JENNIFER CLARKE WILKES, MONTE COOK , DANIEL COOPER, BRUCE R. CORDELL, LILY A. DOUGLAS, CHRISTIAN DUUS, TROY ADDITIONAL EDITING: DUANE MAXWELL D. ELLIS, ROBERT N. EMERSON, ANDREW FINCH , LEWIS A. FLEAK, HELGE FURUSETH, ROB HEINSOO, CORY J. HERNDON, MANAGING EDITOR: KIM MOHAN WILLIAM H. HEZELTINE, ROBERT HOBART, STEVE HORVATH, OLAV B. HOVET, TYLER T. HURST, RHONDA L. HUTCHESON, CREATIVE DIRECTOR: RICHARD BAKER JEFFREY IBACH, BRIAN JENKINS, GWENDOLYN F.M. KESTREL, TOM KRISTENSEN, CATIE A. MARTOLIN, DUANE MAXWELL, ART DIRECTOR: DAWN MURIN ANGEL LEIGH MCCOY, DANEEN MCDERMOTT, BRANDON H. MCKEE, ROBERT MOORE, DAVID NOONAN, SHERRY L. O’NEAL- GRAPHIC DESIGNER: CYNTHIA FLIEGE HANCOCK, TAMMY R. OVERSTREET, JOHN D. RATELIFF, RICH REDMAN, THOMAS REFSDAL, THOMAS M. REID, SEAN K COVER ARTIST: RAVEN MIMURA REYNOLDS, TIM RHOADES, MIKE SELINKER, JAMES B. SHARKEY, JR., STAN!, ED STARK, CHRISTIAN STENERUD, OWEN K.C. INTERIOR ARTISTS: MATT CAVOTTA STEPHENS, SCOTT B. THOMAS, CHERYL A. VANMATER-MINER, LARRY DIXON PHILIPS R. VANMATER-MINER, ALLEN WILKINS, PENNY WILLIAMS, SKIP WILLIAMS CRIS DORNAUS PRONUNCIATION HELP: DAVID MARTIN RON FOSTER, MOE MURAYAMA, CHRIS PASCUAL, STAN! RAVEN MIMURA ADDITIONAL THANKS: WAYNE REYNOLDS ED BOLME, ANDY HECKT, LUKE PETERSCHMIDT, REE SOESBEE, PAUL TIMM DARRELL RICHE RICHARD SARDINHA Dedication: To the people who have taught me about the cultures of Asia—Knight Biggerstaff, Paula Richman, and my father, RIAN NODDY B S David K.
    [Show full text]
  • Dragon Magazine #248
    DRAGONS Features The Missing Dragons Richard Lloyd A classic article returns with three new dragons for the AD&D® game. Departments 26 56 Wyrms of the North Ed Greenwood The evil woman Morna Auguth is now The Moor Building a Better Dragon Dragon. Paul Fraser Teaching an old dragon new tricks 74Arcane Lore is as easy as perusing this menu. Robert S. Mullin For priestly 34 dragons ... Dragon Dweomers III. Dragon’s Bestiary 80 Gregory W. Detwiler These Crystal Confusion creatures are the distant Dragon-Kin. Holly Ingraham Everythingand we mean everything 88 Dungeon Mastery youll ever need to know about gems. Rob Daviau If youre stumped for an adventure idea, find one In the News. 40 92Contest Winners Thomas S. Roberts The winners are revealed in Ecology of a Spell The Dragon of Vstaive Peak Design Contest. Ed Stark Columns Theres no exagerration when Vore Lekiniskiy THE WYRMS TURN .............. 4 is called a mountain of a dragon. D-MAIL ....................... 6 50 FORUM ........................ 10 SAGE ADVICE ................... 18 OUT OF CHARACTER ............. 24 Fiction BOOKWYRMs ................... 70 The Quest for Steel CONVENTION CALENDAR .......... 98 Ben Bova DRAGONMIRTH ............... 100 Orion must help a young king find both ROLEPLAYING REVIEWS .......... 104 a weapon and his own courage. KNIGHTS OF THE DINNER TABLE ... 114 TSR PREVIEWS ................. 116 62 PROFILES ..................... 120 Staff Publisher Wendy Noritake Executive Editor Pierce Watters Production Manager John Dunn Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha On the Cover Fred Fields blends fantasy with science fiction in this month's anniversary cover.
    [Show full text]
  • The Bones: Us and Our Dice
    Sample file Sample file www.gameplaywright.net Sample file Also from Gameplaywright Press: Things We Think About Games by Will Hindmarch and Jeff Tidball Hamlet’s Hit Points by Robin D. Laws Sample file THE BONES: US AND OUR DICE Sample file GAmEplAywRIGht pRESS The Bones is © 2010 Gameplaywright LLP. All essays are © their respectiveSample authors, file printed or reprinted with kind permission. Broadsword attack table and slashing critical hits table reproduced with the kind permission of Iron Crown Enterprises, the publisher of Rolemaster. Screenshot from The X-Files reproduced under fair use. Cover photograph © Chuck Wendig. Cover and interior design by Will Hindmarch. Six-sider typeface design by Fred Hicks. Special thanks to Hal Mangold of Atomic Overmind Press. Revised Electronic (PDF) Edition Print Edition: ISBN 13: 978-0-9818840-1-1 • ISBN 10: 0-9818840-1-6 TablE Of CONtENtS Foreword by John Kovalic i Introduction by Will Hindmarch 1 1d6 Article Page 1 A Random History of Dice, Kenneth hite 4 2 A Brief History of Gaming, John Kovalic 25 3 My Astragal! with Irving finkel 38 4 Randomness: Blight or Bane, Greg Costikyan 44 5 A Hobbit’s Chances with Cardell Kerr 67 6 One Point Three Million with Scott Nesin 74 1d20 Essay Page 1 A Glossary for Gamers, will hindmarch 82 2 Wonderbones, wil wheaton 91 3 The X Factor, mike Selinker 94 4 Daryl Hannah’s Dice Saved My Marriage, matt forbeck 104 5 Rolling in the Aisle, Jess hartley 109 6 The Dice They Carried, Russ pitts 117 7 How Dicelessness Made Me Love the Dice, fred hicks 123 8 Gott Wuerfelt Nicht..
    [Show full text]
  • Sample File 620 88169 Epic Ch1 RP.Qxd 10/4/02 10:15 AM Page 2
    620_88169 Epic Ch1 RP.qxd 10/4/02 10:15 AM Page 1 Sample file 620_88169 Epic Ch1 RP.qxd 10/4/02 10:15 AM Page 2 EPIC LEVEL HANDBOOK Andy Collins, Bruce R. Cordell, Thomas M. Reid ADDITIONAL DESIGN ART DIRECTOR John D. Rateliff, James Wyatt Dawn Murin EDITORS COVER ART Gwendolyn F. M. Kestrel, David Noonan Arnie Swekel MANAGING EDITOR INTERIOR ARTISTS Kim Mohan Daren Bader, Brom, David Day, Brian Despain, Larry Dixon, Michael Dutton, CREATIVE DIRECTOR Jeff Easley, Lars Grant-West, Rebecca Ed Stark Guay, Jeremy Jarvis, Alton Lawson, BUSINESS MANAGER Todd Lockwood, David Martin, Raven Anthony Valterra Mimura, Matthew Mitchell, Vinod Rams, Wayne Reynolds, Darrell Riche, VICE PRESIDENT OF RPG R&D Richard Sardinha, Marc Sasso, Mark Bill Slavicsek Smylie, Arnie Swekel, Anthony Waters VICE PRESIDENT OF PUBLISHING GRAPHIC DESIGNERS Mary Kirchoff Robert Campbell, Cynthia Fliege, Sherry Floyd, Sean Glenn PROJECT MANAGER Martin Durham CARTOGRAPHER Todd Gamble PRODUCTION MANAGER Chas DeLong TYPOGRAPHER Erin Dorries Sample file 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 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. Sources include Defenders of the Faith by Rich Redman and James Wyatt; Monster Compendium: Monsters of Faerun by James Wyatt and Rob Heinsoo; Sword and Fist by Jason Carl; Tome and Blood by Bruce R.
    [Show full text]
  • Writing Precise Rules by Mike Selinker
    Writing Rules with Precision Writing Rules Precisely Writing Precise Rules by Mike Selinker I’ve redesigned, expanded, adapted, and creative-directed a lot of very big games: Axis & Allies, Dungeons & Dragons, Attack!, Risk, and the like. Their rule sets are often similarly gigantic, which means they need special attention paid to clarity and purpose. Otherwise, I might get a game whose FAQ is longer than other games’ entire rulebooks. Here, I’ll go into what makes a rule set good, and what makes one not so good. I play games for a living. Writing rules is what I do for fun. Of all the things I like about being a game designer, the ability to craft something elegant is the one I enjoy most, because it’s a difficult thing to do well. I have a few rules writing maxims that I’ve never put in one place. They’re about what you write when your game has made it out of the development phase and now needs to be played by people who aren’t you. If you’d like to try them out, have a go. I’ll also introduce each of the ten maxims with a game rule that deserved some extra attention, but didn’t get it. Use no intermediary terminology A hexagonal grid has been printed on the board to determine movement. Hereafter, these hexagons will be called “squares.” —Afrika Korps I just made my geometry teacher roll over in his irregular hexahedron. Hexagons can be called many things—hexes, spaces, zones—but they cannot, under any circumstances, be called squares.
    [Show full text]
  • BASE SET RULEBOOK Claim to Know All of Varisia's Secrets, and in Its Darkest Shadows an Ages-Old Evil Stirs Once More
    Welcome to Varisia. It’s a realm dotted with the monolithic relics of an empire long since crumbled, a rough but majestic land of misty forests and rolling plains bordered by sharp peaks and bountiful seas. Its people are hardy pioneers and newly minted nobles, all eager to carve names for themselves from the stern landscape. Beyond the settled lands, beasts and giants unused to civilization's encroachment stalk the hills and woods, making short work of the unwary and legends of the bold. Yet none can BASE SET RULEBOOK claim to know all of Varisia's secrets, and in its darkest shadows an ages-old evil stirs once more. RULES SIDEBARS Dark rumors Object of the Game In the Pathfinder Adventure Card Game, your party of adventurers Throughout this rulebook, you’ll find a number of sidebars that whisper that races against time on a quest to defeat a dangerous villain. Each look like this one. These sidebars explain general rules that the Runelords player has a deck of cards representing a character. In most deserve special attention. Make sure you read them all! have returned. scenarios, your characters explore a variety of locations as you try But the story to hunt down the villain. You’ll need to clean out or protect these locations so you can defeat and corner the villain before time runs STRATEGY SIDEBARS is not yet out. As you play more games, you’ll complete scenarios, improve You’ll also find a variety of sidebars that look like this one. written, and your deck, customize your character, and take on more and more These offer advice about game strategy.
    [Show full text]
  • A Druid's Grove
    A MAGIC OF FAERÛN WEB ENHANCEMENT BY GWENDOLYN F.M. KESTREL ADruid’s Grov e However, very few know how many of the tales are true and how many are exaggerated. The Grove of Renewal is presented as an adventuring site for PCs seeking a natural adventure. Going to Magic of Faerûn has chapters on Understand- ing Magic, Magic Variants, Practitioners of The Grove of Renewal Magic, Places of Power, Spells, Magic Items, Your PCs may go to the grove because . and Creatures. This sample druid’s grove is a place of power that they need to rescue someone. could not be constrained within the 192 pages of this sourcebook. they need to cure a curse, disease, or other affliction. they get tricked into it. they need protection from elements. they have to convince the druid overseers that the time of the The Grove prophecy has not come. of renewal Deep in the bowels of the land, where the earth’s fires melt rock and Rumors of the Grove belch poisonous gases, there exists an ancient druid circle known as You can use rumors to build tension among your players before they the Grove of Renewal. Its reputation for powerful magic precedes it. actually take their characters to the Grove of Renewal. Feel free to Additional Credits This layout intentionally begins on page 2. There is no page 1. D&D, DUNGEONS & DRAGONS, and FORGOTTEN REALMS are regis- tered trademarks owned by Wizards of the Coast, Inc. Original Idea: Angel Leigh McCoy All Wizards characters, character names, and the distinctive Development and Editing: Gwendolyn F.M.
    [Show full text]
  • Worldbuildingworldbuilding
    THE GUIDE TO WORLDBUILDINGWORLDBUILDING WITH ESSAYS BY KEITH BAKER WOLFGANG BAUR DAVID “ZEB” COOK MONTE COOK JEFFJEFF GRUBBGRUBB SCOTT HUNGERFORD CHRIS PRAMAS JONATHANJONATHAN ROBERTSROBERTS JANNAJANNA SILVERSTEINSILVERSTEIN MICHAEL A. STACKPOLE STEVE WINTER EDITED BY JANNA SILVERSTEIN INTRODUCTIONINTRODUCTION BYBY KEN SCHOLES,, AUTHORAUTHOR OFOF THETHE PSALMSPSALMS OFOF ISAAKISAAK Praise for Complete KOBOLD Guide to Game Design “A must-have book for both those looking to get into this industry, and those who merely want to play.” –NerdTrek.com “Highly recommended for gaming nerds everywhere.” –citybookreview.com Winner, 2012 Gold ENnie Award for Best RPG-Related Accessory KOBOLD Guide to Board Game Design “I wish I had a book like this twenty years ago.” –Bruno Faidutti, designer of Citadels “ I would recommend ‘The Kobold Guide to Board Game Design’ as the best choice for those considering collectible game design or design for the mass market.” –Joe Huber, Opinionated Gamers “This book should definitely be on any game designer’s bookshelf, but it will most likely offer some insights into some of today’s favorite designers for players as well!” –Game Knight Reviews Other Books by Kobold Press Complete Kobold Guide to Game Design Kobold Guide to Board Game Design Midgard Campaign Setting The KOBOLD Guide to Worldbuilding The KOBOLD Guide to Worldbuilding Introduction by Ken Scholes With essays by Keith Baker, Wolfgang Baur, David “Zeb” Cook, Monte Cook, Jeff Grubb, Scott Hungerford, Chris Pramas, Jonathan Roberts, Janna Silverstein, Michael A. Stackpole, Steve Winter Edited by Janna Silverstein TM The KOBOLD Guide to Worldbuilding © 2012 Open Design LLC Editor Janna Silverstein Cover art Malcolm McClinton Publisher Wolfgang Baur General Manager Shelly Baur Graphic Design Marc Radle “It’s a Mystery! How to Design a Mystery Cult” by David “Zeb” Cook originally appeared in Kobold Quarterly #21 “Different Kinds of Worldbuilding” by Monte Cook originally appeared in Kobold Quarterly #23 All Rights Reserved.
    [Show full text]
  • Sample Fileyour Character Can Try to Do Anything You Can Imagine
    CREDITS PLAYER’S HANDBOOK DESIGN GRAPHIC DESIGNERS Jonathan Tweet Sherry Floyd, Sean Glenn, Paul Hebron, Dawn Murin PLAYER’S HANDBOOK REVISION Andy Collins PUBLISHING PRODUCTION SPECIALISTS Carmen Cheung, Angelika Lokotz, D&D 3RD EDITION CORE DESIGN TEAM Nancy Walker Monte Cook, Jonathan Tweet, Skip Williams CARTOGRAPHER Todd Gamble D&D 3RD EDITION REVISION TEAM Richard Baker, Andy Collins, David PHOTOGRAPHER Noonan, Rich Redman, Skip Williams Craig Cudnohufsky ADDITIONAL DESIGN PREPRESS MANAGER Peter Adkison, Richard Baker Jefferson Dunlap DEVELOPMENT IMAGING TECHNICIAN Gwendolyn F.M. Kestrel, Chris Sims, Carmen Cheung Bill Slavicsek, Ed Stark PRODUCTION MANAGER EDITORS Cynda Callaway Julia Martin, John Rateliff R&D GROUP MANAGER EDITORIAL ASSISTANCE AND Mike Mearls PROOFREADING Bill McQuillan, David Noonan, D&D BRAND TEAM Jeff Quick, Penny Williams Nathan Stewart, Liz Schuh, Laura Tommervik, Shelly Mazzanoble, MANAGING EDITOR Chris Lindsay, Hilary Ross Kim Mohan OTHER WIZARDS OF THE COAST VISUAL CREATIVE DIRECTOR R&D CONTRIBUTORS Jon Schindehette Paul Barclay, Jason Carl, Michele Carter, Jennifer Clarke Wilkes, Bruce ART DIRECTOR R. Cordell, Mike Donais, David Dawn Murin Sample Eckelberry,file Skaff Elias, Andrew Finch, Jeff Grubb, Rob Heinsoo, Duane ADDITIONAL ART DIRECTION Maxwell, Christopher Perkins, Jon Kate Irwin Pickens, Sean K Reynolds, Charles Ryan, Mike Selinker, Jonathan Tweet, D&D CONCEPTUAL ARTISTS Todd Lockwood, Sam Wood James Wyatt D&D LOGO DESIGN BASED ON THE DESIGN OF Matt Adelsperger, Sherry Floyd PREVIOUS EDITIONS
    [Show full text]
  • 620 T11855 Deep Horizon.Qxd
    Deep HOrizOn Credits Design: SKIP WILLIAMS Editor: DAVID NOONAN Creative Director: ED STARK Art Director: DAWN MURIN Cover Illustration: BROM Interior Illustrations: DAVID ROACH Cartography: TODD GAMBLE Typesetters: ERIN DORRIES, SONYA PERCIVAL Business Manager: ANTHONY VALTERRA Production Manager: CHAS DELONG Project Manager: JUSTIN ZIRAN Graphic Design: DAWN MURIN Playtesters: Jason Carl, Andy Collins, Monte Cook, Cameron Curtis, Jesse Decker, Michael Donais, David Eckelberry, Cory Herndon, Toby Latin, Will McDermott, Steve Miller, Rich Redman, Thomas Reid, Charles Ryan, Steve Schubert, Mike Selinker, Chris Thomasson, James Wyatt. 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. Table of Contents Introduction ...............................................................2 Desmodus..............................................................3 Beginning the Adventure...........................................4 Random Encounters ..................................................4 Realm of the Desmodus............................................6Sample file Ruins of Chael-Rekshaar........................................6 Desmodu Enclave ................................................15 Salamander Citadel..............................................19 Concluding the Adventure.......................................25 Appendix I: NPC Statistics ......................................25
    [Show full text]