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The Incomplete Devout Handbook Benjamin Huffman and Ross Leiser
The Incomplete Devout Handbook by Benjamin Huffman and Ross Leiser Sample file Desktop Publishing by Nathanaël Roux Contents Introduction he Complete Devout Handbook was Cleric 3 written to expand the options available Prophecy Domain ...........................................................3 to you in your Dungeons & Dragons campaigns. It includes original archetypes Druid 3 for the cleric, druid, monk, and paladin Circle of the Bond ...........................................................3 classes. These new archetypes broaden the fiction of each of these classes, letting Monk 4 Tyou play everything from a cleric who finds divine inspiration in the invisible hand of the market to a Way of the Tattooed Temple ..........................................4 paladin communing with the spirits of their ancestors. Paladin 5 In addition to the new archetypes, The Complete Devout Handbook also adds new spells and magic items. Oath of Rebellion .............................................................5 But you’re not reading The Complete Devout Spell Lists .........................................................................6 Handbook! This is The Incomplete Devout Handbook, Spell Descriptions ...........................................................6 a sampler platter of the goodies you can add to Cleric ..................................................................................6 your campaign if you pick up The Complete Devout Druid ..................................................................................6 Handbook. -
MARCH 1St 2018
March 1st We love you, Archivist! MARCH 1st 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc. -
Dungeon Magazine #125.Pdf
#125 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM Joachim Barrum THE THREE FACES OF EVIL By Mike Mearls Clues discovered in Diamond Lake lead to the Dark Cathedral, a forlorn chamber hid- den below a local mine. There the PCs battle the machinations of the Ebon Triad, a cult dedicated to three vile gods. What does the Ebon Triad know about the Age of Worms, and why are they so desperate to get it started? An Age of Worms Adventure Path scenario for 3rd-level characters. Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 1 DUNGEON 125 Supplement Theldrick Ragnolin Eva Widermann Dourstone Eva Widermann Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 2 DUNGEON 125 Supplement The Faceless One Grallak Kur Eva Widermann Steve Prescott Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 3 DUNGEON 125 Supplement Steve Prescott Horshoe Area 17 Caverns 5 ft. Area 14 Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 4 DUNGEON 125 Supplement Caves of Erythnul 12 N KKKK 13 A G 18 A 14 17 15 16 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Grimlock Cavern 19 up 18 20 down N 21 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. -
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 -
The Faithful of Eberron
The Faithful of Eberron Print-Friendly Version Sample file TABLE OF CONTENTS AUTHOR BIOS 3 INTRODUCTION 4 CHAPTER ONE: THE FOUNDATIONS OF FAITH 5 CHAPTER TWO: THE SOVERIGN HOST 7 CHAPTER THREE: THE DARK SIX 16 CHAPTER FOUR: THE SILVER FLAME 22 CHAPTER FIVE: THE QUORI 26 CHAPTER SIX: WARFORGED FAITHS 30 CHAPTER SEVEN: DRUIDS AND NATURE 39 CHAPTER EIGHT: THE BLOOD OF VOL 46 CHAPTER NINE: THE UNDYING 50 CHAPTER TEN: KHYBER 52 APPENDIX A: BACKGROUNDS 55 APPENDIX B: CHURCH HIERARCHIES AND SECTS 57 APPENDIX C: NPCS 62 ART CREDITS The Cover: ‘For the Flame!’ by Gordon Napier (dashinvaine on DeviantArt). Gordon is an author, historian, and illustrator who created this and other works for DeviantArt user Syltorian. This character is originally Lynn d’Vadalis, a dragonmarked paladin of the Silver Flame, for whom Syltorian has written a number of chapters as part of his own Eberron story in prose. Interior Art: Brianna Collins, Carlos Cara, Piotr Tekien / PiotrTekien, Vladimir Kiselev / SeeleDS, and WizardsSample of the Coast 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 distinc- tive 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. -
Kingdoms of Kalamar (4Th Ed.) Preview
BOOK 1: CAMPAIGN SETTING SOURCEBOOK Design Team: David S. Kenzer, Brian Jelke, Steve Johansson, Lloyd Brown III, and Jolly R. Blackburn Sourcebook Revision: Mark Plemmons Editors: Brian Jelke, Jennifer Kenzer, Pat Horn, Mark Plemmons Cover Illustration: William O’Connor Interior Illustrations: Matthew Armstrong, Jennifer Burke, Anthony Carpenter, Caleb Cleveland, Storn Cook, Thomas Denmark, Henry Glass, Lars Grant-West, Renato Guedes, Scott Kester, Ginger Kubic, Hung Vinh Mac, Matt Mitchell, Travis Moore, William O’Connor, Eric Olson, C. D. Regan, Kevin Stephenson, Rebecca Tudor, Ray Vantilburg, George Vrbanic, Kevin Wasden Cartography: Bob Burke, Brian Jelke, David S. Kenzer, Mark B. Tudor, Craig Zipse Art Director/Layout: Mark Plemmons Production Manager: Steve Johansson Table of Contents Introduction . .2 Chapter 8: Organizations . .163 Chapter 1: Races of Tellene . .7 Chapter 9: Languages . .169 Chapter 2: Brandobia . .21 Chapter 10: The Gods of Tellene . .181 Chapter 3: Kalamar . .41 Appendix A: Celestial Bodies and Calendar . .239 Chapter 4: The Young Kingdoms . .77 Appendix B: Cities and Law . .245 Chapter 5: The Wild Lands . .101 Appendix C: The Imperial Legion . .251 Chapter 6: Reanaaria Bay . .125 Appendix D: Quick References . .257 Chapter 7: Svimohzia . .141 Appendix E: Pronunciation Guide and Glossary . .269 © Copyright 2008 Kenzer and Company. All Rights Reserved. Questions, Comments, Product Orders? Kenzer & Company Phone: (847) 662-6600 511 W Greenwood Ave Fax: (847) 680-8950 Waukegan, IL 60087 email: [email protected] Visit our website: www.kenzerco.com This book is protected under international treaties and copyright laws of the PUBLISHER’S NOTE: United States of America. No part of this book may be reproduced, without the This is a work of fiction. -
Dragon Magazine #236
The dying game y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. Roger Zelazny’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. Orcs. One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found. -
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.................................................................................................................................................... -
By Jeff Grubb, Aaron Allston, and Thomas M
, TM By Jeff Grubb, Aaron Allston, and Thomas M. Reid Karameiko.1 ... a cla.1.1icf antady .Jetting where bouJ a'Jventurer.1 can become legendary beroe.J. Whether you have played only the FIRST Q UESTT"' audio CD game or have enjoyed the AD&D ® game for years, you'll find high adventure in the kingdom of Karameikos. Discover a magical land sure to challenge the bravest hearts and sharpest swords. Hear this realm come to life in two extraordinary quests featuring dramatic sounds on compact disc! ln.Jide you'll di.1cover ... an interactive audio compact disc featuring thrilling sound effects, character voices, music for two adventures in Karameikos a 32-page Adventure Book compatible with the rules of the FIRST Q UEST audio CD game and the AD&D game Player'.J Handbook and Du GEO N MASTER® Guide a 128-page Explorer's Guide, lavishly illustrated in full-color 2 full-color poster-sized maps 12 parchment maps, iUustrations, and player props 8 full-color hero cards See the wonders of Karameikos, from deadly Fort Doom to King Stefan's castle . Study at the School of Magecraft. Clash swords with th~ noble Knights of the Griffon. Match wits with nefarious thieves of the Iron Ring. Uncover dark mysteries of the past, including the jackal-headed Hutaakans ... and much more! TSR, Inc. TSR Ltd. POB 756 120 Church End Lake Geneva Cherry Hinton I SBN SampleWI 53147 Cambr idge CB1 3LB file U.S.A. United Kingdo m ADVANCEDDunGEONS & DRAGONS, AD&D , DUNGEONMASTER are registered trademarks owned by TSR, Inc . -
Spells and Magic Tattoos
UNEARTHED ARCANA 2020 Spells and Magic Tattoos This document provides a magical miscellany: new spells and a new type of magic item, magic Paladin Spells tattoos. Most of the spells focus on an alternative 3rd Level style of summoning: conjuring forth a spirit that Spirit shroud (necromancy) assumes a physical form you customize to suit the situation. 5th Level Summon celestial spirit (conjuration) This Is Playtest Material The material in this article is presented for playtesting Ranger Spells and to spark your imagination. These game mechanics are in draft form, usable in your campaign but not 2nd Level refined by full game design and editing. They aren’t Summon bestial spirit (conjuration) officially part of the game and aren’t permitted in D&D Adventurers League events. If we decide to make this material official, it will be Sorcerer Spells refined based on your feedback, and then it will appear in a D&D book. 1st Level Acid stream (evocation) Spells 3rd Level The new spells appear on these spell lists. Summon fey spirit (conjuration) Summon shadow spirit (conjuration) Bard Spells 4th Level 3rd Level Summon aberrant spirit (conjuration) Summon fey spirit (conjuration) Summon elemental spirit (conjuration) 6th Level Druid Spells Otherworldly Form (transmutation) 2nd Level Summon bestial spirit (conjuration) Warlock Spells 3rd Level 3rd Level Summon fey spirit (conjuration) Spirit shroud (necromancy) Summon fey spirit (conjuration) 4th Level Summon shadow spirit (conjuration) Summon elemental spirit (conjuration) Summon undead spirit (necromancy) 4th Level Cleric Spells Summon aberrant spirit (conjuration) 3rd Level 6th Level Spirit shroud (necromancy) Otherworldly form (transmutation) Summon fiendish spirit (conjuration) 5th Level Summon celestial spirit (conjuration) 6th Level Otherworldly form (transmutation) ©2019 Wizards of the Coast LLC 1 Uttering an incantation, you draw on the magic Wizard Spells of the Lower Planes or Upper Planes (your 1st Level choice) to transform yourself. -
Deep Breath: Lord Chance's Meetings
Deep Breath: Lord Chance's meetings a.k.a Races manual by /tg/, v0.1.6 Picture from Ona Zelda “ViolentCosmos” Pitschka Ye olde introduction So yeah, this is the manual for Deep Breath. It’s still a WIP, though. This introduction itself is a WIP, since it should start with something like “Welcome to this wondrous work of imagination!” or something equally cheesy. Here’s what you need to know: Text that is written like this is just information dumped in the PDF. While they are true, they’re not assimilated in the “official” lore and description yet. Text written like this constitutes the “official” lore and description. As I write, there are nine PDFs: – The Book of Legends; – Cosmogony and Geography manual; – Crunch manual; – Esoteric manual; – Flora, Fauna and Spells compendium; – Quotes and Shenanigans compendium; – Races manual; – Technology compendium; – History and Geopolitics manual. Enjoy! Children of Death Those races were given birth by Death herself, that decided to create something able to play a game with her and to defy her power; thus, life. Though Time meddled in this, deciding that nothing should be given the power to fool a god eternally, and gave mortals a life expectancy. Some time, one of those is born “marked”. The marked either have draconic features (scales, horns, vestigial wings), and are considered a blessing, or aquatic features (gills, webbed hands and feet, constant smell of brine) that is considered a curse from the Deep Ones. The dragonmarked most often rise in the clergy and social status, and the deepmarked are often abandoned a birth, sometimes taken in by a wandering halfling. -
The Domain and City of Greyhawk
THE GREYHAWK CAMPAIGN The GREYHAWK® campaign was surprises held by a certain "dungeon" in the Barrier Peaks, about which we the first setting designed for the will say no more here. ADVANCED DUNGEONS & Materials were scarce for a few years before the GREYHAWK Adventures DRAGONS® game, and is also the hardbound saw print in 1988, marking the start of the "second wave" of the second-oldest fantasy roleplaying campaign's life. The world was converted to the AD&D 2nd Edition game campaign. It is familiar to many rules in the wide-roving adventure WG8 Fate of lstus, and the City of thousands of gainers the world over, Greyhawk was detailed in its own boxed expansion in 1989. Carl Sargent, though the campaign world has Rik Rose, Doug Niles, Jim Ward, Dan Salas, Nigel Findley, Anne and undergone considerable change over Richard Brown, Dale "slade" Henson, and more joined the crowd of the years. It began with E. Gary Greyhawk designers and authors. Most notable in this period were the Gygax, who created and developed WGA1-3 "Falcon" adventure trilogy, set in the City of Greyhawk, and the the world as a home campaign. The notorious WGA4 Vecna Lives!, which contained probably the most shocking world took shape with the publication beginning and end of any AD&D adventure published. The campaign years of the WORLD OF GREYHAWK for these adventures were around 582 CY or shortly before. folio in 1980, which was greatly The "third wave" of publications for the official GREYHAWK campaign expanded and improved in 1983 as began in 1991 with the publication of David Cook's GREYHAWK Wars the WORLD OF GREYHAWK boxed boxed game, which detailed the cataclysmic political changes brought about set.