1554874724524.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

1554874724524.Pdf Art Assets This overhaul was made in accordance to Wizards of Listed alphabetically the Coast's Fan Content Policy. This is unofficial Art of Bartlett content made by me, /u/Galiphile, with some collaboration (listed below). AV-6R7 Chris Trevas Cristi Balanescu Dark Dream Credits David Kegg echostain First and foremost, I have to thank the person who got me Eiluvision into D&D: my buddy, Ross. That playgroup was not great, but Fantasy Flight Games it started my journey. Jason Edmiston Second, I have the thank the original guinea pigs of this Joel Hustak conversion: Drew, Eric, and Rickey. It was comically bad, but we had fun with it. Jhomar Soriano Knight of Malta Lastly, while I would love to say that I created everything in this conversion, that wouldn't be entirely true. The following Matt Difa people deserve credit as well: RamArtwork Shout out to the /r/sw5e mod team Sam Wood /u/karbacca for the epic cover and SW5e logo Somarinoa /u/Grelite for the Matukai Order Monk archetype Stu Cunningham /u/Charrmeleon for the entire Scholar class Weasyl /u/MayB_259 for their Human race Whitelight369 /u/SpiketailDrake for the Bloodstorm Approach Berserker William O'Connor archetype /u/TheGentGamer for the Warchief Approach Berserker And of course archetype Star Wars Star Wars: Rebels Star Wars: The Clone Wars Star Wars: The Old Republic If I missed you and you feel you deserve credit please let me know. I've been working on this for years, and I'm fallible. I hope you like it. Chapter 6: Customization Options Preface New multiclassing requirements/proficiencies, and with the This conversion has been a labor of love of mine starting three exception of the spell point variant (discussed in chapter 10), years ago. Back when I was a fledgeling DM, I undertook the the only difference is new or different feats. foolish effort of attempting the first version of this overhaul, which was comically terrible. It featured four classes, which Chapter 7: Using Ability Scores were just severely bastardized versions of their standard counterparts. Generally the same, with the exception of skills; Arcana, History, and Religion have been collapsed into Lore, with This version, which I will call version 1.0 as an absolute Piloting and Technology being new skills. snub to my first attempt, I've been working on pretty consistently for about nine consecutive months. I've had some help from various sources (who will be credited accordingly), Chapter 8: Adventuring but for the most part this has come from mine own brain. Basically identical with some reskinning. This book is designed to parallel the official D&D 5e Player's Handbook. It includes all the relevant chapters, Chapter 9: Combat reskinned to fit a Star Wars setting. The significant Basically identical with some reskinning with the exception of differences will be listed below. damage types. Bludgeoning, piercing, and slashing are collapsed into What's Different? kinetic damage. While this expansion utilizes the base rules of 5th Edition, Ion is a new damage with improved efficacy against there are significant differences that will be illustrated here, constructs, droids, and electronics. broken down by chapter. There is more information in each Radiant has become energy damage. chapter, as per the SRD. Thunder has become sonic damage. Chapter 1: Step-By-Step Characters Chapter 10: Reskinned for the setting, with no noteworthy differences. Force- and Tech-casting Chapter 2: Races There are two major changes in this section: All of the races are brand new. Spells are now called powers. Cantrips are now called at-will powers. My own interpretation and simplification of the spell point Chapter 3: Classes variant from the DMG. Basically, up-casting a power at a There are ten classes. Berserker, Infiltrator, Monk, and Scout, given level costs that level + 1 points. are mostly reskinned, with some variation to fit the setting. Spellcasting has been separated into force- and tech- Fighter utilizes my homebrew of baseline combat superiority. casting Engineer is based off Artificer, but extrapolated to be a full Forcecasting uses Wisdom and Force Points, which caster. Warrior is based off of Paladin, and Consular is based regenerate on a long rest off of Sorcerer, with changes to better fit a force-wielder. Techcasting uses Intelligence and Tech Points, Sentinel is a reimagining of a monk, but as a 2/3 caster. which regenerate on a short rest Scholar is a brand new class. While a character can have both force- and tech- casting, they are kept completely separate. Chapter 4: Backgrounds For the most part, these are reskinned from 5E with one Chapters 11 and 12: major difference; each background also offers a choice of feat. Force and Tech Powers This is a houserule I've been using for a while that has Chapter 11 has been broken down into two chapters to keep become quite popular. You can very easily ignore this force and tech powers separate. houserule if you're so inclined. Chapter 5: Equipment Monster Manual There is a Monster Manual ready to use that you can find Currency has been changed to credits, with roughly 1 gp = 10 here. cr. Magic items are reskinned as enhanced or modified items, as appropriate, with rarities designed to mimic those of Star Wars: the Old Republic. Equipment functions similarly, with Upcoming the exception of the breakdown of weapons; rather than Starships of the Galaxy will offer a separate combat entity simply simple and martial, they are broken down into blasters, utilizing ship-to-ship combat, with instructions on how to lightsabers, and vibroweapons. This also utilizes a few build your own encounters and offer upgrades for players. houserules: light, medium, and heavy shields with proficiencies collapsed into the appropriate armor, new weapon features, etc. Version History 1.2.0 Added a new cover page Added three types of droids as a playable race. Updated Force- and Tech-casting blurbs to clarify when points renew. Made some adjustments to Astrotech Engineering droids Added Matukai Order as a fourth monk archetype Changed Scholar saves to Dex and Int Updated the Wrist Launcher with another type of ammunition Added values for some droid hirelings Minor text fixes 1.1.0 Added introductory blurbs to all ten classes Added Nightsister Order as a third monk archetype Minor text fixes 1.0.1 Minor text fixes Introduction he Dungeons and Dragons roleplaying game is In the Dungeons and Dragons game, each player creates an about storytelling in worlds of swords and adventurer (also called a character) and teams up with other sorcery. It shares elements with childhood adventurers (played by friends). Working together, the group games of make-believe. Like those games, D&D might explore a planet-encompassing city like Coruscant, the is driven by imagination. It’s about picturing the wilds of Kashyyk, or the war-torn expanse of Oricon. The towering castle beneath the stormy night sky adventurers can solve puzzles, talk with other characters, Tand imagining how a fantasy adventurer might battle the legendary Jedi or Sith, and discover special react to the challenges that scene presents. modified items and other treasure. This overhaul is designed as a Star Wars reskinning of thec One player, however, takes on the role of the Dungeon ore Dungeons and Dragons experience. The rules are Master (DM), the game’s lead storyteller and referee. The DM generally the same, and so an experience player of Fifth creates adventures for the characters, who navigate its Edition should have no trouble jumping right in to a Star Wars hazards and decide which paths to explore. The DM might themed campaign. This Introduction will cover the basics of describe the entrance to a Black Sun commpound, and the the Fifth Edition onf Dungeons and Dragons, with a brief players decide what they want their adventurers to do. Will synopsis of the changes (broken down by chapter) at the end. they charge in, guns blazing? Convince the guardsmen they belong there? Or use other means to find an entrance? Dungeon Master (DM): After traveling the streets of Nar Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM Shaddaa, you find yourself at the entrance to the Black Sun can improvise to react to anything the players attempt, D&D is compound. Security cameras scan the surrounding area, and a infinitely flexible, and each adventure can be exciting and cadre of bored looking guardsmen wait impatiently by the door. unexpected. Two twi'lek urchins plead for handouts from the Black Sun The game has no real end; when one story or quest wraps mercenaries, only to be yelled at and pushed away. A up, another one can begin, creating an ongoing story called a shimmering barrier covers the entrance to the compound, with campaign. Many people who play the game keep their a manned security console on its left side. campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left Rickey (playing Vinto): I want to talk my way into the off. The adventurers grow in might as the campaign compound. I approach the guards. continues. Each force defeated, each adventure completed, and each rellic recovered not only adds to the continuing Drew (playing Dash): I want to throw a grenade and then story, but also earns the adventurers new capabilities. This shoot them all. increase in power is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons and Dragons game—at least, not the way those terms are usually Unlike a game of make-believe, D&D gives structure to the understood.
Recommended publications
  • Summer Activity Guide 2016
    MAKE A SPLASHin a kids life Not everyone can afford to swim on hot summer days. But you can help. Please donate today at www.spokaneparksfoundation.org or call us at 509-326-5233. TABLE OF CONTENTS AQUATICS THERAPEUTIC RECREATION SERVICES Fee Information & Schedules ........................... 2 Bicycling ......................................................... 27 Class Offerings ................................................. 3 Camps ............................................................ 27 City Aquatics Center Class Schedules .......... 4-7 Dance, Music & Theatre ................................. 27 Fitness & Wellness .................................... 27-28 OUTDOOR RECREATION Socialization ................................................... 28 Biking ................................................................ 8 Sports Skills & Leagues .................................. 29 Canoeing .......................................................... 8 Trips & Tours .............................................. 29-30 Kayaking ...................................................... 8-10 Spokatopia Outdoor Adventure Festival ..........11 ATHLETICS Rafting ............................................................ 12 Adult Sports ............................................... 31-35 Rock Climbing ................................................ 12 Youth Sports ................................................... 36 Hiking .............................................................. 12 Youth Camps ............................................
    [Show full text]
  • Neglected Jazz Figures of the 1950S and Early 1960S New World NW 275
    Introspection: Neglected Jazz Figures of the 1950s and early 1960s New World NW 275 In the contemporary world of platinum albums and music stations that have adopted limited programming (such as choosing from the Top Forty), even the most acclaimed jazz geniuses—the Armstrongs, Ellingtons, and Parkers—are neglected in terms of the amount of their music that gets heard. Acknowledgment by critics and historians works against neglect, of course, but is no guarantee that a musician will be heard either, just as a few records issued under someone’s name are not truly synonymous with attention. In this album we are concerned with musicians who have found it difficult—occasionally impossible—to record and publicly perform their own music. These six men, who by no means exhaust the legion of the neglected, are linked by the individuality and high quality of their conceptions, as well as by the tenaciousness of their struggle to maintain those conceptions in a world that at best has remained indifferent. Such perseverance in a hostile environment suggests the familiar melodramatic narrative of the suffering artist, and indeed these men have endured a disproportionate share of misfortunes and horrors. That four of the six are now dead indicates the severity of the struggle; the enduring strength of their music, however, is proof that none of these artists was ultimately defeated. Selecting the fifties and sixties as the focus for our investigation is hardly mandatory, for we might look back to earlier years and consider such players as Joe Smith (1902-1937), the supremely lyrical trumpeter who contributed so much to the music of Bessie Smith and Fletcher Henderson; or Dick Wilson (1911-1941), the promising tenor saxophonist featured with Andy Kirk’s Clouds of Joy; or Frankie Newton (1906-1954), whose unique muted-trumpet sound was overlooked during the swing era and whose leftist politics contributed to further neglect.
    [Show full text]
  • The Empty Mirror
    The Empty Mirror "This small and admirable memoir records the experiences of a young Dutch student who spent a year and a half as a novice monk in aJapanese Zen Buddhist monastery. As might be expected, the author shows a deep respect for the teachings of Zen. What makes this account extraordinary, however, is that the book contains none of the convert's irritating certitude, and no suggestion that the reader rush to follow the author's example." Time "The koans, the riddles, the kinhin, the exercises of concentration, the sutra, the sermons, and the rest are only a part of what goes on in these pages. What is accessible is the day-to-day description of life, of the monks themselves and of the others he met, of the jokes they played and the food they ate, of the moments of satori, the explosive moment of an understanding surpassing understanding." Los Angeles Times "Van de W etering still cherishes his Zen experience, and it seems obvious that his eight months in a Kyoto monastery still affect the course of his existence." Boston Globe "A vivid, humourous, and slightly disillusioning account of a Dutch­ man's frustrating struggle toward enlightenment in aJapanese Zen monastery. Insightful, funny." Carl Rogers "Janwillem van de Wetering has presented a reflective, evenly writ­ ten account of his experiences, prudently avoiding the potentially sensational aspects of monastic life. What emerges is a work of nonfiction told through the ingenuous persona of van de Wetering, that is as enjoyable to read as a well-crafted novel." East West Journal
    [Show full text]
  • Specularum Locales the Merchants' Guildhall Is a Broad, Stout Palace In
    Specularum Locales The Merchants’ Guildhall is a broad, stout palace in the Stronghold district of Specularum. A statue of Zirchev, patron of the Guild, is located in the courtyard. Armed guards (mercenaries not associated with the Veiled Society) bar the access to the Guildhall. Moneychangers’ Guildhall is a square building in rusticated stone with large, arched windows, built to show the power and wealth of the guild. Goldsmiths’ Guildhall, a dwarven-designed palace, is found in the Hill Market district, right out of the walls of Duke Stefan's castle. It is rumoured that underground dungeons hold secret vaults where the gold reserves of the guild are stored. City Jail The jail is a massive, squat sandstone building of the Thyatian period, though built mostly by dwarven masons on a dwarven engineer's plan. The designer, one Bohrur Stonecleaver of Highforge, tried to mix a classical Thyatian architectural style with the typical dwarven construction, resulting in a low, rectangular building topped by an incongruous pediment. Hexagonal turrets flank the front of the building, providing a degree of defence to the entrance gate -- the only weak spot in the otherwise massive outer wall. A small courtyard opens beyond the entrance gate, and gives access to the guard rooms, the kitchens, and the offices. The cells are located on the first story. The dwarves had been commissioned this work by Duke Stefan, when it became clear that the Hightower could not serve as the only prison in the town. Since the Foreign Quarter was experiencing a significant increase in petty crimes -- brawls, pickpocketing, and muggings -- but wasn't as out of control as the Nest, the Karameikan government chose to locate it at there.
    [Show full text]
  • The Girl Who Woke the Moon Zach Bennett Lisabeth Iowa State University
    Iowa State University Capstones, Theses and Graduate Theses and Dissertations Dissertations 2019 Shattered: The girl who woke the moon Zach Bennett Lisabeth Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/etd Part of the Creative Writing Commons Recommended Citation Lisabeth, Zach Bennett, "Shattered: The girl who woke the moon" (2019). Graduate Theses and Dissertations. 17245. https://lib.dr.iastate.edu/etd/17245 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Graduate Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Shattered: The girl who woke the moon by Zach Lisabeth A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF FINE ARTS Major: Creative Writing and Environment Program of Study Committee: David Zimmerman, Major Professor Kenneth L. Cook Margaret Holmgren Jeremy Withers The student author, whose presentation of the scholarship herein was approved by the program of study committee, is solely responsible for the content of this thesis the Graduate College will ensure this thesis is globally accessible and will not permit alterations after a degree is conferred Iowa State University Ames, Iowa 2019 Copyright © Zach Lisabeth, 2019. All rights reserved. TABLE OF CONTENTS CHAPTER 1: THE GIRL WHO WOKE THE MOON 1 CHAPTER 2: FLYSWATTER 18 CHAPTER 3: NYAMURA VILLAGE 33 CHAPTER 4: FULL MOON RITES 55 CHAPTER 5: CETACEAN 77 CHAPTER 6: INCARNATION 100 CHAPTER 7: ANOTHER LIFE 117 CHAPTER 8: THE FUTURE 139 CHAPTER 9: GITA’S PROMISE 153 REFERENCES 178 1 CHAPTER 1: THE GIRL WHO WOKE THE MOON Gita screamed loud enough to wake the Nereids from their millennial sleep at the bottom of the sea.
    [Show full text]
  • Junfeng Huang, Doctor of Philosophy, 2012
    ABSTRACT Title of Document: MULTI-DIGIT MANIPULATION OF A CIRCULAR OBJECT Junfeng Huang, Doctor of Philosophy, 2012 Directed By: Associate Professor, Jae Kun Shim Department of Kinesiology Multi-digit prehension tasks are commonly encountered in our daily activities. Previous studies investigated behavioral characteristics and neuromuscular mechanisms during manipulation actions. The purpose of this dissertation is to investigate hand-digit control and coordination during multi-digit circular object manipulation. In particular, the dissertation focuses on peak torque, force distribution, safety margin, force regularity, and multi-digit synergy in static and dynamic manipulation. In a series of experiments, subjects grasped a customized circular handle with a precision grip, i.e. without palm contact, and performed isometric maximum/submaximal, or repetitive torque production tasks under visual feedback. The factors studied include wrist position, torque direction, and initial grasping force level in the static tasks, movement frequency and moment of inertia in the dynamic task. The findings are: (1) in the maximum voluntary contraction task, it was found that peak torque in the counterclockwise direction was greater than the clockwise direction; (2) in submaximal tasks, a large initial grasping force slowed down the subsequent torque producing process and resulted in a large safety margin; the thumb and ulnar fingers (ring and little finger) generated more torque in the clockwise direction, while radial fingers (index and middle finger) produced more torque in the counterclockwise direction; the modulation gain between normal force and tangential force was larger in the torque increase direction than in the torque decrease direction; (3) in the repetitive dynamic task, the modulation gain increased with movement frequency and moment of inertia; within-cycle and between-cycle force regularity increased with moment of inertia, but was not affected by movement frequency; multi-digit synergy was found in the isometric task, but not in the repetitive dynamic task.
    [Show full text]
  • A Day in the Life of a Daoist Monk Adeline Herrou
    A Day in the Life of a Daoist Monk Adeline Herrou To cite this version: Adeline Herrou. A Day in the Life of a Daoist Monk . Journal of Daoist Studies, Three Pines Press, 2010, pp.117-148. hal-01660017 HAL Id: hal-01660017 https://hal.archives-ouvertes.fr/hal-01660017 Submitted on 12 Jan 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. A Day in the Life of Daoist Monk 1 ADELINE HERROU Abstract This article seeks to give an ethnographical description of the everyday life of an ordinary Daoist monk in China today. As it follows Yang Zhixiang from early morning until night, it deals with his current main occupations—in this case, work on the glyphomancical dissection of the Dao 道 character, fate calculation for young fiancés, preparation for a healing ritual, the ascetic practice of self­ perfecting through refinement, etc. — as well as more basic scenes such as meals, gestures and postures, various domestic tasks, and the reconstruction of the temple. It also relates fragments of his own past life and implicitly outlines the path that led him to the monastery and the vocation that made him become a monk.
    [Show full text]
  • Flauti Dolci & Amici I Flauti Dolci & Amici I
    Foothill Community Concert Series - Early Music - Flauti Dolci & Amici I Flauti Dolci & Amici I Upcoming early music concerts: Sat. April 6, 3PM Flauti Dolci & Amici II Sat. April 27, 7:30 PM Ensemble Virtu Sat, June 1, 3PM the Peralta Consort The Foothill Presbyterian Church Music Series was created to promote varied music to the community. Proceeds from the Music Series Concerts will go to the Foothill Church Music Series Fund to provide more musical events like these. Thank you for your support. (http://www.FoothillPC.org) Foothill Presbyterian Church 5301 McKee Road ● San José, CA 95127 Concerto Celestini Quartetto Paradiso Consorte Paradiso ● Amaranta SDQ ● Ensemble Trecento Rev. Lindsay Woods Wong Co-Pastor Rev. Andy Wong Co-Pastor Judi Sherwood FCCS Administrator Foothill Presbyterian Church Kraig Williams Early Music Series Director San José, California Saturday, March 9, 2019, 3:00 PM Flauti Dolci & Amici I Intermission March 9, 2019 Program Quartetto Paradiso Trio sonata in C Johann Joachim Quantz Consorte Paradiso Affetuoso (1697-1773) Fantasia for 6 John Ward Alla breve mixed consort of recorders and viols (ca 1680 - ca 1755) Larghetto Vivace Allegro from Symphony 5 William Boyce arr. Fred Palmer (1710 - 1779) SDQ Compel the Hawk to Sit William Byrd Ensemble Trecento (c. 1540-1623) S’aucunne fois Fortunne Anonymous (French Cypriot, late 14th c.) Mia benigna fortuna Giaches de Wert (1535-1596) My wofull hert Anonymous (English, 15th c.) Time in a Bottle Jim Croce arr. Greta Haug-Hryciw (1943-1973) Ma tre dol Rosignol Borlet (Trebor?) (French, 14th c.) Amaranta Vuur (2014) Pieter Campo Concerto Celestini Sonata D Major Antoine Dornel Fipplicious (2019) Glen Shannon Ouverture (ca 1680-ca 1755) (world premiere) (b.
    [Show full text]
  • Reflex-Monk.Pdf
    Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone's throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep. Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their Those who leave their cloisters take their work seriously, bodies' physical capabilities, and some of their special attacks approaching their adventures as personal tests of their can hinder the flow of ki in their opponents.
    [Show full text]
  • Dragon Magazine #171
    SPECIAL ATTRACTIONS Issue #171 AD&D Trading Cards Richard Brown Vol. XVI, No. 2 Insert July 1991 A preview of brand-new product, coming to a store near you! Publisher REGULAR FEATURES James M. Ward Guest Editorial Michael A. Stackpole Editor 6 Role-playing and reality: The dividing line is thicker than some people Roger E. Moore think. Whos Who Among Dragons Bruce A. Heard Fiction editor 9 Dragons, too, rule kingdoms in the D&D® Known World. Barbara G. Young Hunting Tanks is Fun and Easy! Thomas M. Kane 13 Dragons, Hellfires, and the LAW: Antitank weapons in the TOP Assistant editor Dale A. Donovan SECRET/S.I. game. The Making of a Monster Matthew Iden Art director 16 If ya wanna play an orc, ya gotta think like an orc. Larry W. Smith Care For a Drink? David W. Montgomery and Jim Milner 20 It can break a siege, end a drought, slay your enemies, and water Production staff your garden. What is it? Gaye OKeefe Angelika Lokotz Tracey Zamagne The MARVEL®-Phile Steven E. Schend 31 Chris Powell needed an edge against crime. He got itand how! Subscriptions The Role of Books John C. Bunnell Janet L. Winters 34 The woman who outsmarted Sherlock Holmes takes on her own murder-mystery adventure. U.S. advertising Roseann Schnering The Voyage of the Princess Ark Bruce A. Heard 39 They dont call it the Savage Coast for nothing. U.K. correspondent The Nature of the Beast Zoe Bell Hurst and U.K. advertising 48 A dozen people have a dozen ways to paint a griffon.
    [Show full text]
  • Frostburn: Mastering the Perils of Ice and Snow, and Their Respective Logos, and Wizards Product Names Are Trademarks of Wizards of the Coast, Inc., in the U.S.A
    CREDITS DESIGNERS ART DIRECTOR WOLFGANG BAUR, JAMES JACOBS, Dawn Murin GEORGE STRAYTON COVER ARTIST DEVELOPMENT TEAM Sam Wood RICHARD BAKER (LEAD), ANDREW J. FINCH, DAVID NOONAN, JAMES WYATT INTERIOR ARTISTS Steve Bel l edin, Mitch Cotie, Ed Cox, EDITOR Dennis Crabappl e McCl ain, Steve El l is, GREG COLLINS David Griffith, David Hudnut, MANAGING EDITOR Dana Knutson, Doug Kovacs, Dan Scott GWENDOLYN F.M. KESTREL GRAPHIC DESIGNER DESIGN MANAGERS Dee Barnett, Trish Yochum CHRISTOPHER PERKINS, ED STARK CARTOGRAPHERS DEVELOPMENT MANAGER James Jacobs, Todd Gambl e ANDREW J. FINCH DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST BILL SLAVICSEK Erin Dorries PRODUCTION MANAGERS IMAGE TECHNICIAN JOSHUA C.J. FISCHER, RANDALL CREWS Robert Jordan Resources: Epic Level Handbook, Arms and Equipment Guide, FORGOTTEN REALMS Campaign Setting, World of Greyhawk Campaign Setting, Living Greyhawk Gazetteer, Monsters of Faerûn, Races of Faerûn, Oriental Adventures, Dragon Magazine, and Book of Vile Darkness. Based on the original DUNGEONS & DRAGONS® rules created by 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 product uses updated material from the v.3.5 revision. 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. U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O.
    [Show full text]
  • Gaz F10 Kaarjala
    WHAT PEOPLE SAY ABOUT KAARJALA “When a man remembers the land, the “They say Kaarjala is ‘a land “It was a thing most bizarre and land remembers him.” apart’…they don’t know the half of it! frightening, brother Hiram. Upon the – common Saamari saying More like ‘a land 1,000 years in the cold night prairie did I espy one of those past!’ Seriously, the place is just a mass nomadic shamans engaged in gruesome “The elk and the bear – the king of the of wild forests and half-frozen bogs, and enterprise – the butchering and devouring forest – are prized and respected by my you can travel for days without seeing of a reindeer for some foul purpose. kinsmen, but they are to be hunted. But anyone! Decent pubs or inns are scarcer “It reminded me very much of that woe befalls he who harms the swan, in than a sunny day in Littonia, too. There’s which we do not speak, so complete was righteous, divine wrath.” really not much of anything that would the devourment. Brother Samuel must be – Lasse Aaltonen, draw a person. mad to want to trade with the Kaarjalans, Saamari expatriate, “But there’s something about the place if these are the things the overland route speaking before a group of that keeps me here. It’s more than the will encounter.” adventurers in Gaudavpils chance to roam a land that’s still fairly – Laradril, Leehan Explorer, pristine, and it’s more than the prospect writing to his brother “The land is not cruel, Aipaloovik; it is of finding some ancient hoard of treasure what it is, and what matters is what we that predates the kingdom itself.
    [Show full text]