Open Ambitions

Total Page:16

File Type:pdf, Size:1020Kb

Open Ambitions CCC-CIC-16 Open Ambitions Individuals in Hulburg enlist your aid to combat an ambitious threat to Waterdeep. You are needed to infiltrate Fangjaws Hold and bring the threat’s mastermind to justice. A Two to Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8 Credits Designer: Greg Marks D&D Adventurers League Administrators: Amy Dzura, Editing: Toni Winslow-Brill Alan Patrick, Travis Woodall, Claire Hoffman, Greg D&D Adventurers League Guildmaster: Chris Lindsay Marks, Ma’at Crook, LaTia Bryant Art: Joe Abboreno, Matt Cavotta, Chippy, Dyson Logos, Playtesters: Gary Affeldt, Richard Brown, David Krolnik, Vinod Rams, Wayne Reynolds, Ben Siekert, Francis Sean Mittelstaedt, Ben Siekert Tsai, Sam Wood Art Director & Graphic Design: Joe Abboreno D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett 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 ofSample Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property offile Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. 1 CCC-CIC-16 Open Ambitions (v.1.0) • Bonus Objective A: Battlefield Intelligence. While in Adventure Primer the Skullsmashers’ lair, the characters need to figure out the names of Tor’vlexis’ operatives already in Waterdeep “The darkness always lies.” in order to prevent them from carrying out their mission even after the beholder has passed. This bonus objective - Anthony Liccione is found in Appendix 4. • Bonus Objective B: The Enemy of My Enemy Is Background My Enemy? While in the Skullsmashers’ tunnels, the followers of Shargaas offer the characters’ the truth TOR’VLEXIS the beholder has created a thieves’ guild in of who Da’vok really is. All the characters need to do Hulburg with the intention of gathering enough resources is assassinate the tribes’ high priest of Gruumsh. This to overthrow his hated rival: . Tor’vlexis XANATHAR bonus objective is found in Appendix 5. thought the Moonsea was far enough away from the City of Splendors that he could marshal his forces without his enemy noticing him but unfortunately for him, Xanathar is Episode Sequence not new to the game. Depending on your time constraints, play style and Xanathar’s operative, DA’VOK TORIN, has been sent environment, this adventure takes approximately two-to- by the canny crime lord to stop his foe and what better four hours to play. plan is there than to use adventurers. They love to get involved in all sorts of murder for “justice.” Da’vok has How Will You Play? previously pointed the characters at the Hulburg thieves’ The duration of your session depends on how much of guild and later, Tor’vlexis’ hideaway Sulasspryn. Now all this adventure you utilize. At the very least, your session that remains is to send them against the beholder and his will last approximately 2 hours. However, if you wish, orc allies among the Skullsmasher tribe. She encourages you can provide a longer experience for your players by them to eliminate the beholder once and for all. utilizing the bonus objectives. Story Objectives Only. To complete the both of the Episodes adventure’s story objectives, the characters play Episodes 1 through 3 in order. The adventure’s story is spread over three story episodes that take approximately 2 hours to play. These episodes Bonus Objectives. You can extend this adventure by are introduced by a Call to Action Episode. The adventure one- or two- hours by utilizing the bonus objectives also includes two 1-hour bonus episodes that can be provided in the appendices. These objectives branch off played if time permits, that are introduced anywhere in Episode 3, but their order is fluid—they set the scene for the adventure. the final episode and may even have an impact on the events that transpire. If you’re planning to play the entire adventure at once, you only need to introduce the Call to Action once. However, if you plan to play them over several sessions, you’ll want to revisit the Call to Action each time you play. • Episode 1: After Hours. While on the Hulburg docks, the characters notice that they are being watched. The suspicious character flees into a nearby ship. Onboard Da’vok is waiting for them in an out of the way place for a meeting where she plans to enlist them once again. This is the Call to Action. What Was to Be and What Is • Episode 2: On the Road. The characters pursue This adventure was originally slated to be CCC- Tor’vlexis into Thar in search of the reclusive ALMOTGC-31 SKULL02-07 and debut at MyCon19 Skullsmasher tribe. The quicker they find the orcs, as the third part of a trilogy. Unfortunately, that never the less likely the beholder is to know they are coming happened and parts 1 and 2 where the characters and begin preparations to receive them. This is Story thwart Tor’vlexis’ thieves guild in Hulburg where Objective A. never released. The folks at Cold Iron Conventions were happy to give this adventure a home as a self- • Episode 3: Behind Enemy Lines. The characters contained story. execute their plan to eliminate the threat of Tor’vlexis in the home of the Skullsmashers. This is Story Objective B. Bonus Objectives ThisSample adventure also includes two, 1-hour bonus objectives file that the characters can pursue if they have additional time to do so. These bonus objectives are found in this adventure’s appendices, as follows: Not for resale. Permission granted to print or photocopy this document for personal use only. 2 CCC-CIC-16 Open Ambitions (v.1.0) Episode Flowchart This section provides a basic understanding of not only the flow of the adventure, but also the outline of the different paths that your players may take in reaching their stated objective. Sample file Not for resale. Permission granted to print or photocopy this document for personal use only. 3 CCC-CIC-16 Open Ambitions (v.1.0) Episode 1: After Hours (Call to Action) Estimated Duration: 20 minutes Area Information The characters have just closed a tavern next to the Hulburg docks. If they have not previously adventured This area features: together, they have met this night at the Hook and Anchor. Dimensions & Terrain. The characters begin on Being the last of the patrons, they are standing around a dockside street, but assuming they follow onto the outside the tavern when the character with the highest Onyx Star, they quickly find themselves inside the large Passive Perception notices a hooded figure on one of the Captain’s cabin. There is a chair for each character and piers watching the party. The figure is standing in the Da’vok is already sitting at the head of the table with a distant shadow, trying to casually go unobserved without map of the nearby region spread out on top. actually hiding. Lighting. It is poorly lit with just a few torches here and • Operatives of Da’vok Torin. If the characters have there on the street and none on the docks themselves. played previous adventures with Dav’ok Torin, the The docks themselves are in dim moonlight. figure gives them a knowing nod, and proceeds up the gangplank to a ship named the Onyx Star. If the Creatures/NPCs characters do not follow, the figure looks around to make sure no one else is watching before lowering her Da’vok (human) is very secretive. She implies without hood and allowing them to see it is Da’vok, whom they specifying, that she works for Lord Hulmaster. Indeed, have previously met. she has “carelessly” left a coat with the heraldry of his Lordship embroidered on the lapel on her chair, where it If the characters have never met • Convenient Rubes. can be noticed with a Passive Perception of 13 or higher. Da’vok before, she knows that adventurers are nosey and likely to investigate anything suspicious. So, she She welcomes the characters like friends if they have “sneaks” aboard the ship expecting that they see her met before and if they haven’t, she congratulates them on and involve themselves. their curiousness and offers them the chance to be of aid to Hulburg. Objectives/Goals. Da’vok is hoping to convince the characters to kill Tor’vlexis for her. What Does she Know? Da’vok tends to speak in incomplete truths, avoiding outright lying, but occasionally omitting details that might lead back to who she really is. She imparts the following: • She is an operative for someone who has an interest in protecting the city. She has previously worked with adventurers (possibly the characters) in order to investigate a new thieves’ guild forming in Hulburg. In the process, her allies uncovered that the guild was organized by a beholder called Tor’vlexis. The beholder was building a guide with plans on eventually spreading its grasp from the collapsed city of Sulasspryn to take over the guild in Waterdeep run by another beholder known as Xanathar.
Recommended publications
  • Sample File 620 88158 Savspecies4.Qxd 12/16/02 12:41 PM Page 2
    620_88158_SavSpecies4.qxd 12/16/02 12:40 PM Page 1 Sample file 620_88158_SavSpecies4.qxd 12/16/02 12:41 PM Page 2 SAVAGE SPECIES DAVID ECKELBERRY, RICH REDMAN, JENNIFER CLARKE WILKES ADDITIONAL DESIGN ART DIRECTOR Eric Cagle, Jesse Decker, Jeff Quick, Dawn Murin Sean Reynolds, Skip Williams COVER ART Jeff Easley DEVELOPER Rich Redman INTERIOR ARTISTS Dennis Cramer, Brian Despain, Emily EDITORS Fiegenschuh, Jeremy Jarvis, John and Jennifer Clarke Wilkes, Gwendolyn Laura Lakey, Alan Pollack, Vinod Rams, F.M. Kestrel, Penny Williams Wayne Reynolds, David Roach, Scott Roller, Mark Sasso, MANAGING EDITOR Arnie Swekel, Sam Wood Kim Mohan GRAPHIC DESIGNERS DESIGN MANAGER Sean Glenn, Sherry Floyd, Dawn Murin Ed Stark GRAPHIC PRODUCTION SPECIALIST Angelika Lokotz MANAGING DEVELOPER Richard Baker PROJECT MANAGER Martin Durham CATEGORY MANAGER PRODUCTION MANAGER Anthony Valterra Chas DeLong DIRECTOR OF RPG R&D VICE PRESIDENT OF PUBLISHING Bill Slavicsek Mary Kirchoff Sample file Playtesters: Paul Barclay, Randy Buehler, Michael Donais, Andrew Finch, Curt Gould, Robert Kelly, Todd Meyer, Jon Pickens, Monica Shellman, Christine Tromba, Michael S. Webster, Penny Williams 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: Dragon magazine #45, FORGOTTEN REALMS® Campaign Setting, Magic of Faerûn, Sword and Fist, Masters of the Wild, Monster Manual, Monster Manual II, Monsters of Faerûn, Oriental Adventures, and Reverse Dungeon.
    [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]
  • Sandstorm, All Other Wizards of the Coast Product Names, and Their Respective Logos Are Trademarks of Wizards of the Coast, Inc., in the U.S.A
    6620_17739_Chp1.indd20_17739_Chp1.indd 1 11/7/05/7/05 11:18:39:18:39 PPMM CREDITS DESIGNERS ART DIRECTOR D&D BRUCE R. CORDELL, DAWN MURIN JENNIFER CLARKE WILKES, JD WIKER COVER ARTIST DEVELOPMENT TEAM BEN THOMPSON MICHAEL DONAIS, ANDREW J. FINCH, DAVID NOONAN INTERIOR ARTISTS EDITORS STEVEN BELLEDIN, MATT CAVOTTA, CHRIS THOMASSON, CINDI RICE, CHRIS SIMS MITCH COTIE, ED COX, WAYNE ENGLAND, DAVID HUDNUT, DANA KNUTSON, DOUG MANAGING EDITOR KOVACS, TODD LOCKWOOD, CHUCK LUKACS, KIM MOHAN JIM NELSON, WILLIAM O’CONNOR, MICHAEL PHILLIPPI, STEVE PRESCOTT, WAYNE REYNOLDS, DESIGN MANAGER RON SPENCER, STEPHEN TAPPIN CHRISTOPHER PERKINS GRAPHIC DESIGNER DEVELOPMENT MANAGER DEE BARNETT, TRISH YOCHUM JESSE DECKER SENIOR ART DIRECTOR RPG CARTOGRAPHER STACY LONGSTREET DENNIS KAUTH DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST BILL SLAVICSEK ERIN DORRIES PRODUCTION MANAGERS IMAGE TECHNICIAN JOSHUA C.J. FISCHER, RANDALL CREWS SVEN BOLEN Resources: Pharaoh by Tracy and Laura Hickman; Oasis of the White Palm by Philip Meyers and Tracy Hickman; Lost Tomb of Martek by Tracy Hickman; American Geological Institute: Glossary of Geology, 1972; Physical Geology by Robert J. Foster, Charles E. Merrill Publishing Co., Columbus, Ohio, 1971; Geology by Richard M. Pearl, Barnes & Noble, Inc., New York, 1969; “The New Martian Nomenclature of the International Astronomical Union” by G. DeVaucouleurs, et al., Icarus 26, 85, 98, 1975; AL-QADIM by Jeff Grubb and Andrea Hayday; MAZTICA by Douglas Niles; Wizards.com: “The Far Corners of the World—Sand and Sun: Spells of the Desert” by James Jacobs. 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.
    [Show full text]
  • War Drums Revised by SW5.Indd
    Read and play the QUICK START BATTLE before using this book STARTER GAME COMPONENTS Quick Start Battle booklet (Read First!) 12 prepainted plastic miniatures (Wood Elf Ranger, Orc Mauler, 10 random figures) 12 stat cards, one for each figure (Epic creatures get an additional stat card) 2 double-sided battle maps Damage counters Spell templates sheet 20-sided die (d20) Advanced Rules booklet War Drums™ set checklist Credits Game Design: Rob Heinsoo Game Development: Michael Donais (lead), Jesse Decker, Mons Johnson, and Stephen Schubert Rulebooks: Rob Heinsoo and Bill Slavicsek Editing: Jennifer Clarke Wilkes Special Assistance: Guy Fullerton and Mike Derry Art Direction—Sculptures: Blake Beasely Art Direction—Print: Mari Kolkowsky Package Art: Ralph Horsley Model Concepting: Thomas M. Baxa, Dave Dorman, Michael Dubisch, Steve Ellis, Carl Frank, Tomas Giorello, Ralph Horsley, Ken Huey, Dennis Crabapple McClain, Jim Nelson, Steve Prescott, Vinod Rams, Scott Roller, Chad Sergesketter, Ron Spencer, and Anne Stokes Model Painting: Eve Forward-Rollins, Dylan S. Graphic Design: Jennifer Lathrop, Keven Smith, and Mari Kolkowsky Cartography: Jason Engle Play Diagrams: Jason Engle, Todd Gamble, and Rob Lazzaretti Prep for Web Deployment: Steve Winter Design Manager: Christopher Perkins Development Manager: Jesse Decker Editing Manager: Kim Mohan D&D Senior Art Director: Stacy Longstreet Director of RPG R&D: Bill Slavicsek Brand Manager: Mary Elizabeth Allen Production: Chas Delong Project Engineer, HFE: Kenneth Yu Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison, and the miniatures design work of Rob Heinsoo, Skaff Elias, and Jonathan Tweet.
    [Show full text]
  • Savage Species, Playing Monstrous Characters
    SAVAGE SPECIES DAVID ECKELBERRY, RICH REDMAN, JENNIFER CLARKE WILKES ADDITIONAL DESIGN ART DIRECTOR Eric Cagle, Jesse Decker, Jeff Quick, Dawn Murin Sean Reynolds, Skip Williams COVER ART Jeff Easley DEVELOPER Rich Redman INTERIOR ARTISTS Dennis Cramer, Brian Despain, Emily EDITORS Fiegenschuh, Jeremy Jarvis, John and Jennifer Clarke Wilkes, Gwendolyn Laura Lakey, Alan Pollack, Vinod Rams, F.M. Kestrel, Penny Williams Wayne Reynolds, David Roach, Scott Roller, Mark Sasso, MANAGING EDITOR Arnie Swekel, Sam Wood Kim Mohan GRAPHIC DESIGNERS DESIGN MANAGER Sean Glenn, Sherry Floyd, Dawn Murin Ed Stark GRAPHIC PRODUCTION SPECIALIST Angelika Lokotz MANAGING DEVELOPER Richard Baker PROJECT MANAGER Martin Durham CATEGORY MANAGER PRODUCTION MANAGER Anthony Valterra Chas DeLong DIRECTOR OF RPG R&D VICE PRESIDENT OF PUBLISHING Bill Slavicsek Mary Kirchoff Playtesters: Paul Barclay, Randy Buehler, Michael Donais, Andrew Finch, Curt Gould, Robert Kelly, Todd Meyer, Jon Pickens, Monica Shellman, Christine Tromba, Michael S. Webster, Penny Williams 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: Dragon magazine #45, FORGOTTEN REALMS® Campaign Setting, Magic of Faerûn, Sword and Fist, Masters of the Wild, Monster Manual, Monster Manual II, Monsters of Faerûn, Oriental Adventures, and Reverse Dungeon. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc.
    [Show full text]
  • MONSTER MANUAL II Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter
    MONSTER MANUAL II Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter ADDITIONAL DESIGN ART DIRECTOR David Eckelberry, James Jacobs Dawn Murin EDITORS COVER ARTIST Dale Donovan, Penny Williams Henry Higginbotham MANAGING EDITOR INTERIOR ARTISTS Kim Mohan Glen Angus, Daren Bader, Thomas Baxa, Matt Cavotta, Dennis Cramer, David Day, CREATIVE DIRECTOR Brian Despain, Tony Diterlizzi, Michael Richard Baker Dutton, Jeff Easley, Emily Fiegenschuh, Donato Giancola, Lars Grant-West, RPG CATEGORY MANAGER Rebecca Guay, Quinton Hoover, Jeremy Anthony Valterra Jarvis, Alton Lawson, Todd Lockwood, VICE PRESIDENT OF RPG R&D Raven Mimura, Matt Mitchell, Vinod Bill Slavicsek Rams, Wayne Reynolds, David Roach, Scott Roller, Richard Sardinha, Marc Sasso, VICE PRESIDENT OF PUBLISHING Brian Snoddy, Anthony Waters, Sam Wood Mary Kirchoff GRAPHIC DESIGNERS PROJECT MANAGER Cynthia Fliege, Sherry Floyd, Martin Durham Sean Glenn PRODUCTION MANAGER GRAPHIC PRODUCTION SPECIALIST Chas DeLong Erin Dorries PLAYTESTERS: OSCAR AIRD, AARON ALBERG, BILL E. ANDERSON, MATTHEW AVERY, GREG BARTHOLOMEW, PAUL BENDER, ALFONSO BETENCOURT, ED BONNY, ALAN T. B ONNIN, CONSTANCE M. BONNIN, AARON J. BORIO, SARAH BRUNER, SCOTT BUCHAN, ED CHENG, DAVID CHRIST, TOD CHUBUCOS, TOM CLARK, JENNIFER CLARKE WILKES, MIKE COLASANTE, ANDY COLLINS, DAN COOPER, REX CROSSLEY, PREDRAG DJUKIC, MARTIN DURHAM, DAVID ECKELBERRY, PHIL R. EDWARDS, TROY D. ELLIS, ROBERT N. EMERSON, LON A. FAULKNER III, GEORGE FIELDS, KURSCHON FINCH, DONALD J. FISHER, JOHN FORD, CHRIS FRIZZELL, BENJAMIN J. GEHRKE, ED GIBSON, GARRY GRIFFITH, JR., GREGORY D. GUTKE, ROBERT GUTSCHERA, MICHAEL C. HARRIS, MICHELLE HARRIS, MATT HARTWELL-HERRERO, DARRIN HARVEY, WILLIAM H. HEZELTINE, PATRICK W. H IGGINS, DAVID M. HIRST, PAULA HORTON, TYLER T. HURST, BRIAN R.
    [Show full text]
  • City of Splendors: Waterdeep
    ™ 6620_88162_Ch1.indd20_88162_Ch1.indd 1 44/22/05/22/05 99:42:19:42:19 AAMM DESIGNER: Eric L. Boyd ADDITIONAL DESIGN: Ed Greenwood, James Jacobs, Steven E. Schend, Sean K Reynolds DEVELOPER: Richard Baker EDITORS: Cindi Rice, Gary Sarli EDITING MANAGER: Kim Mohan DESIGN MANAGER: Christopher Perkins DEVELOPMENT MANAGER: Jesse Decker SENIOR ART DIRECTOR RPG R&D: Stacy Longstreet DIRECTOR OF RPG R&D: Bill Slavicsek PRODUCTION MANAGERS: Josh Fischer, Randall Crews FORGOTTEN REALMS ART DIRECTOR: Mari Kolkowsky COVER ARTIST: Scott M. Fischer INTERIOR ARTISTS: Steve Belledin, Steve Ellis, Wayne England, Ralph Horsley, William O’Connor, Lucio Parrillo, Vinod Rams, Rick Sardinha GRAPHIC DESIGNER: Dee Barnett CARTOGRAPHER: Dennis Kauth, Robert Lazzaretti GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz IMAGE TECHNICIAN: Jason Wiley SPECIAL THANKS: Thomas M. Costa, Elaine Cunningham, George Krashos, Alex Roberts Major sources include Forgotten Realms Campaign Setting by Ed Greenwood, Sean Reynolds, Skip Williams, and Rob Heinsoo; Ruins of Undermountain II by Donald Bingle, Jean Rabe, and Norm Ritchie; Songs and Swords novels by Elaine Cunningham; Waterdeep novel by Richard Awlinson (Troy Denning); “Realmslore,” Ruins of Undermountain, Seven Sisters, Volo’s Guide to Waterdeep, Waterdeep, and Waterdeep and the North by Ed Greenwood; City System and Advanced Dungeons & Dragons comic by Jeff Grubb; Dragon #307 – “Monsters in the Alley” by James Jacobs, City of Splendors, The Lost Level, Maddgoth’s Castle, and Stardock by Steven E. Schend; and Skullport by Joseph C. Wolf. 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.
    [Show full text]
  • Fall! Fall I Say!” – Zanne, Human Rogue “
    “Fall! Fall I say!” – Zanne, human rogue Benefit: When you miss on an attack roll with an at-will exploit, use this card to re-roll the attack roll. You must keep the second result. Turn the card sideways to indicate it is used. When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll. Flip the card face down or remove it from the play area when the bonus has been assigned. Dungeons & Dragons Rewards Set 1, Card 1 of 8. Illustration by Eva Widermann To learn more about the RPGA, visit www.wizards.com/rpga No portion of this work may be reproduced in any form without written permission. No portion of this work may be reproduced in any form without written permission. Wizards of the Coast. ™&© 2008 by “Just one more should do the trick. ." – Fargrim, dwarf wizard Benefit: When you miss on an attack roll with an at-will spell, use this card to re-roll the attack roll. You must keep the second result. Turn the card sideways to indicate it is used. When this card is used, the bonus indicated on it becomes active for the rest of the game session. You may give any one ally the bonus indicated to any one d20 roll after the roll has been made. Only one card bonus may be given to a d20 roll.
    [Show full text]
  • Warlock of the Stonecrowns up His Schemes to Conquer All of Cerilia, but He Is Different? Three Reasons Dominate
    The Stonecrown Mountains ^^j&Merqarrote Sample file Miles warlock of the ston&cnSwns A BIRTHRIGHT acfventure for characters levels k 10 ItWritte n by Wolfganr gmu Baur i Edited by Dan Wenger Creative Direction by Karen S. Boomgarden • Art Coordination by Bob Galica ] Cover Art by Roger Loveless I Conceptual Art by Tony Szczudlo i Interior Art by Matt Cavotta Period Illustration by Alyce Biicker-Cosart Graphic Design by Dee Barnett and Renee Ciske Mapping by Dennis Kauth TypesettinSampleg by Nancy Jfile. Kerkstra Playtested by Carrie Bebris, Karen S. Boomgarden, Dave Gross, Bruce Heard, Duane Maxwell, Ed Stark and Dan Wenger Thanks to Rich Baker, Liam Gallagher, Robyn Hitchcock, Steve Kurtz, Colin McComb, Roger Moore, Liz Phair, and Trent Reznor TSR, Inc. TSR Ltd. 201 Sheridan Springs Road 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB U.S.A. United Kingdom 3110XXX1501 ISBN 0-7869-0185-3 ADVANCED DUNGEONS & DRAGONS, AD&D, and AL-QADIM are registered trademarks owned by TSR, Inc. BIRTHRIGHT, PLANESCAPE, MONSTROUS MANUAL, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. © 1995 TSR, Inc. All Rights Reserved. Printed in the U.S.A. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR, Ltd. Distributed to the toy and hobby trade by regional distribu- tors. This material is protected under the copyright laws of the United States of America.
    [Show full text]
  • Forgotten Realms® Player's Guide
    Forgotten Realms® Player’s Guide ROLEPLAYING GAME SUPPLEMENT Rob Heinsoo • Logan Bonner • Robert J. Schwalb FRPlayersGuide_Ch_00.indd 1 7/2/08 2:11:19 PM CREDITS Design Graphic Designer Rob Heinsoo (lead), Emi Tanji Greg Bilsland, Logan Bonner, Eric L. Boyd, Robert J. Schwalb Additional Graphic Design Soe Murayama Story Design Bruce R. Cordell (lead), Interior Illustrations Richard Baker, Philip Athans Matt Cavotta, Chippy, Miguel Coimbra, Jesper Ejsing, Wayne England, Goran Josic, Howard Lyon, Development Warren Mahy, Lucio Parrillo, Mike Sass, Mike Schley, Stephen Schubert (lead), Francis Tsai, Eva Widermann Mike Mearls, Rodney Thompson, Andy Collins Cartographers Additional Development Robert Lazzaretti, Bre Miller, Ryan Sansaver Jeremy Crawford Publishing Production Specialist Editing Erin Dorries Julia Martin (lead), Ray Vallese Prepress Manager Jefferson Dunlap Managing Editing Kim Mohan Imaging Technician Robert Jordan Director of R&D, Roleplaying Games/Book Publishing Bill Slavicsek Production Manager Cynda Callaway D&D Story Design and Development Manager Christopher Perkins Setting details based on the original FORGOTTEN REALMS® campaign setting created by Ed Greenwood with Jeff Grubb, D&D System Design and Development Manager the updated (3rd Edition) setting designed by Ed Greenwood, Andy Collins Richard Baker, Sean K Reynolds, Skip Williams, and Rob Heinsoo, and the 4th Edition revision guide by Bruce R. Art Directors Cordell, Richard Baker, and Philip Athans. Kate Irwin, Karin Powell Game rules based on the original DUNGEONS & DRAGONS® Cover Illustration rules created by E. Gary Gygax and Dave Arneson, and the William O’Connor later editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Special Thanks to Brandon Daggerhart, keeper of Shadowfell Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition).
    [Show full text]
  • D D 3. 5 Ghostwalk
    D d 3. 5 ghostwalk Continue In short, the focus of the book is a city called the Manifesto, which is built on top of the path to the land of the dead (the path is guarded by a clan of mysterious dwarves called Deathwardens). Because of the quirk of the proximity of the land of the dead, ghosts can appear in the city and be firm and interact with living beings. Unlike the ghosts of DSD, these ghosts are not undead and are basically the same as other humans, except that they are made of transparent ectoplasm. The premise of the setting is that if your character dies, you don't have to stop playing because you can just wait 10 minutes for your ghost to appear, grab your outfit, sling your body over your shoulder, and keep going (or drag your body back into town to get raised dead... and I say raise the dead, because as part of the Manifesto, getting raised from the dead doesn't cost you a level or a clause of the Constitution, even if you use a puny spell like raise the dead. So people aren't really afraid of death. If you decide an adventure like a ghost, you can learn the exploits that allow you to possess people, make strange touch attacks, contorth ectoplasm in terrifying shapes, and other interesting ghost powers. This article has a few problems. Please help improve it or discuss these issues on the discussion page. (Learn how and when to delete these message templates) This article, related to Dungeons and Dragons, describes a work or element of fiction in style, primarily in the universe.
    [Show full text]
  • Dragon Magazine #226
    Breaking into print One of the questions we receive most often is some variation lines. Submissions without that form are returned unread. (You on How do I get to be a writer for TSR? did remember the SASE, didnt you?) Remember to spell out what Writing for DRAGON® Magazine is a good start. you plan to write. Dont just say Ive got 15 new magic spells or The first thing you need is knowledge of the magazine, of our There are five new magical swords. That doesnt tell us any- audience, and of the game system you plan to write about. thing. What are the spells? What do they do? What kind of (Dont write an article on FORGOTTEN REALMS® lore that includes swords, and why do we need them? Thats what creates interest. defilers.) Think of yourself as a salesman. Be convincing. You also have to know the mechanics the how of writing In your cover letter, tell us why you should write this article. If for a magazine. For DRAGON Magazine and DUNGEON® Adventures, you are submitting something on Ancient Egyptian PC kits, for the basics are in our writers guidelines, which you should example, Wed be more impressed if you had a small library of request by sending us a note and a self-addressed, stamped on Egypt, studied the history, or even took classes in Middle envelope (SASE). Specify which set of guidelines you want. Egyptian at U.C. Berkeley a few years ago. This tells me that you There are other submission guidelines that are fairly standard know your material and arent likely to make whopping great in the publishing industry.
    [Show full text]