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Underdark™ Sample File
Underdark™ Sample file ROLEPLAYING GAME SUPPLEMENT Rob Heinsoo • Andy Collins UndrDark_Ch00.indd 1 10/21/09 3:45 PM CREDITS Design Art Director Rob Heinsoo (lead), Andy Collins, Mari Kolkowsky Brian R. James, Robin D. Laws, Matthew Sernett Cover Illustration Additional Design Eva Widermann (front cover), Vincent Dutrait (back cover) Creighton Broadhurst, Bruce R. Cordell, N. Eric Heath, Kevin Kulp, Dru Moore Graphic Designers Keven Smith, Leon Cortez, Emi Tanji Development Andy Collins (lead), Michele Carter, Additional Graphic Design Stephen Radney-MacFarland, Mari Kolkowsky Peter Schaefer, Stephen Schubert, Bill Slavicsek Interior Illustrations Editing Rob Alexander, Dave Allsop, Carl Critchlow, Vincent Michele Carter (lead), Torah Cottrill, Dutrait, Jake Masbruch, Adam Paquette, Lucio Parrillo, Scott Fitzgerald Gray, Miranda Horner Michael Phillippi, Steve Prescott, Amelia Stoner, Arnie Swekel, Francis Tsai, Ben Wootten, Kieran Yanner Managing Editing Kim Mohan Cartographer Jason A. Engle Director of D&D R&D and Book Publishing Bill Slavicsek Publishing Production Specialist Christopher Tardiff D&D Creative Manager Christopher Perkins Prepress Manager Jefferson Dunlap D&D Design Manager James Wyatt Imaging Technician Carmen Cheung D&D Development and Editing Manager AndySample Collins Production file Manager Cynda Callaway D&D Senior Art Director Jon Schindehette Game rules based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the later editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620-25121000-001 U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 9 8 7 6 5 4 3 2 1 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 First Printing: January 2010 Wizards of the Coast LLC Caswell Way 1702 Groot-Bijgaarden ISBN: 978-0-7869-5387-5 P.O. -
The Forge of Moradin
The Forge of Moradin Run by world travelers who seek out places of great destiny, Now in his middle age, Zook has found that the the Forge of Moradin is a humble enchantery for those with adventuring life has a cost that he is unwilling to pay. coin and patience. Ashamed that he left his post as village leader, Zook now makes up for his failure by helping the younger generation find their path. It just so happens that being an enchanter Owners gives you ample opportunity to do just that. The Forge is owned and run by two ex-adventurers: Rurik Zook is a NG Gnomish Transmuter. Frostbeard and Zook Timbers. Together they mix divine might and arcane wisdom into magnificant enchantments Zook Timbers' Traits that bring mundane items to life. Ideal. "I can sense places of great destiny, and I find joy in watching these places live out their fate." Bond. "Rurik Frostbeard is my best friend, and he is always Rurik Frostbeard at my side!" Rurik was once the son of a thief who cheated and stole his Flaw. "I tend to speak for people, often misinterpreting the way across the continent. When his father's misdeeds finally situation." caught up with him, Rurik was left an orphan under the care of the local priests of Moradin. There he was trained as a priest himself. Enchanting Items When Rurik finally became of age, he became taken by Zook and Rurik consider themselves craftsmen, and demand wanderlust. He also found that he missed the bursts of luxury the payment and time of such. -
Characters Comprise the Vast Majority of the Adventurers Found in Faerun
Running the REALMS Additional PC Races Humans, dwarves, elves, halflings, and the other races described in Chapter 1: Characters comprise the vast majority of the adventurers found in Faerun. However, there are many intelligent races on Toril, and most of those give rise to the occasional individual of exceptional ability or drive who is willing to take up the career of the adventurer. The most common of these monstrous races include the drow, duergar, svirfneblin, and planetouched—all described in some detail in Chapter 1. Some of the other races that could reasonably become adventurers are summed up on Table 8-1: Common Monstrous Adventurers. t its heart, the FORGOTTEN REALMS is neither an imaginary world of shining heroes and terrible Table 8-1: COMMOn MONSTROUS ADVENTURERS monsters nor a real world whose mystic echoes are Race Level Adjustment Source Alost in our past. It's a setting for your DUNGEONS & DRAGONS cam- Aarakocra +2 Monster Compendium paign. This book provides an entire world (well, a continent, anyway) Alaghi +11* Monster Compendium in which you can create all kinds of adventures for your players and Bugbear +4* Monster Manual link them together in the ongoing story of Faerun. Centaur +7* Monster Manual This chapter is aimed at the Dungeon Master, providing tips Fey'ri +2 Monster Compendium and rules for creating your own FORGOTTEN REALMS campaign Gnoll +2* Monster Manual and running DUNGEONS & DRAGONS adventures in the world of Goblin +0 Monster Manual Toril. The subjects covered here appear in the same order in which Hobgoblin +1 Monster Manual they're covered in the DUNGEON MASTER's Guide. -
Power Gamer's 3.5 Warrior Strategy Guide
The Power Gamer’s 3.5 WARRIOR Strategy Guide The 100% Official Guide to Kicking Monster Butt and Winning the Game! Credits Concept: Joseph Goodman Developers: Josh Sawyer and Robert Schwalb Graphic Design: Andy Hopp Cover & Interior Diagrams: Clayton Bunce Cover Design: Andy Hopp and Thomas Denmark Rules Editor: Rob Baxter Editor-in-Chief & Layout: Joseph Goodman Publisher: Goodman Games Page 1 Table of Contents Introduction: Building the Perfect Warrior............................3 Chapter One: Ability Scores........................................................5 Chapter Two: Races.......................................................................7 Chapter Three: Classes................................................................13 Chapter Four: Skills......................................................................29 Chapter Five: Feats ......................................................................38 Chapter Six: Equipment.............................................................64 Chapter Seven: Combat ..............................................................73 Page 2 Introduction Building the Perfect Warrior Min/maxing gets a bad rap. Sure, there’s little role-play- matter where you are in your campaign, the chapter on ing involved in stat-monsters, and not a lot of back- equipment will always be useful. And then there’s the ground to create an immersive gaming experience. But in gold mine: Chapter 7, Combat. This chapter is all about every gamer lurks the secret munchkin, wanting – even how to kick -
Drow of the Underdark
™ 95726720_Ch00.indd 1 2/22/07 3:03:16 PM Shadowborn Warrior . .52 Clothing . .98 Spider Companion . .52 Tools . .101 Contents Spiderfriend Magic . .52 Artifacts . .103 Introduction . 4 Staggering Critical . .52 Surprising Riposte . .52 Chapter 5: Chapter 1: Umbral Spell . .52 Monsters of the Underdark . 105 All About the Drow . 7 Vermin Trainer . .53 Adamantine Spider . 106 A Day in the Life . .7 Verminfriend . .53 Chwidencha . 108 Society and Culture . .9 Versatile Combatant . .53 Draegloth . .110 Law, Tradition, and Government . .10 Ambush Feats . .53 Dragon, Deep . .114 Drow Psychology . .13 Gloom Strike . .54 Elf, Albino Drow (Szarkai) . .118 Religion . .15 Sickening Strike . .54 Goblinoid . 120 Rites and Rituals of Lolth . .15 Terrifying Strike . .54 Husk Vermin . 126 CONTENTS TABLE OF Servants of Lolth . .17 Venomous Strike . .54 Kuo-Toa . 129 Lolth . .19 Divine Feats . .54 Lizard, Giant . .133 Houses of the Drow . .20 Divine Intercession . .54 Quaggoth . 136 Structure and Composition . .20 Lolth’s Boon . .54 Shunned . .140 House Authority . .21 Lolth’s Caress . .54 Spider, Monstrous . .141 House Interaction . .21 Profane Agony . .54 Troll . .145 Duties and Benefi ts . .22 Vile Feats . .55 Venom Ooze . .148 Family Units . .24 Unspeakable Vow . .55 Drow Life . .26 Vow of Decadence . .55 Chapter 6: Leisure . .27 Vow of the Spider Queen . .55 Campaigns and Adventures . 150 Arts and Crafts . .27 Vow of Vengeance . .56 Drow Campaigns . 150 Technology and Magic. .28 Weapon Style Feats . .56 Drow Cities and Environs . 153 Love . 29 Despana School . .56 Sample Drow . 160 War . 30 Eilservs School . .56 Anybys Velifane . 160 Death . .31 Inlindl School . .56 Keveras Lorakythe . -
Royalty Domain Nlike Those Who Serve on the Ruling Councils of Certain Pantheons, Deities of the Royalty Commanded Obedience Domain Are Sovereign Gods
Royalty Domain nlike those who serve on the ruling councils of certain pantheons, deities of the Royalty Commanded Obedience domain are sovereign gods. They are At 17th level, when you speak others will listen. As an monarchs of their own pantheons and action on your turn, you can present your holy symbol and powerful celestial beings whose very command the subservience of those around you. Creatures presence demands respect and obedience. of your choice within 30ft must make a Wisdom saving UExamples of these deities include Moradin, throw against your Spellcasting DC. On a failed save, the Corellon Larethian, Lolth, Yondalla, Io, Garl Glittergold, target falls to one knee, prone. They can re-roll the saving and Tiamat. Clerics of this domain learn to channel their throw at the end of each turn. On a success, the creature deity’s divine power and authority. They are true may use half of its remaining movement to end the prone commanders who usually find themselves leading their condition. temples and organizations. If the target failed the initial save by 5 or more, that creature has disadvantage on attacks against you for next Royalty Domain Spells 24 hours, regardless of whether it remains prone. Cleric Level Spell Name 1st Command, Heroism 3rd Branding Smite, Crown of Madness Legal Stuff 5th Crusader's Mantle, Tiny Servant DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 9th Aura of Purity, Compulsion Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA Bonus Proficiencies and other Countries. -
Last Children of the Gods
Last Children of The Gods Adventures in a fantastic world broken by the Gods By Xar [email protected] Version: alpha 9 Portals of Convenience Portals of Convenience 1 List of Tables 3 List of Figures 4 1 Childrens Stories 5 1.1 Core Mechanic ............................................... 5 1.2 Attributes.................................................. 6 1.3 Approaches................................................. 6 1.4 Drives.................................................... 7 1.5 Considerations ............................................... 8 2 A Saga of Heroes 9 2.1 Character Creation............................................. 9 2.2 Player Races ................................................ 9 2.3 Talents.................................................... 11 2.4 Class..................................................... 13 2.5 Secondary Characteristics......................................... 14 2.6 Bringing the character to life ....................................... 14 2.7 Considerations ............................................... 14 3 Grimoire 16 3.1 Defining Mages............................................... 16 3.2 The Shadow Weave............................................. 16 3.3 Elemental Magic .............................................. 16 3.4 Rune Magic................................................. 16 3.5 True Name Magic.............................................. 16 3.6 Blood Magic ................................................ 17 3.7 Folklore .................................................. -
Dungeons & Dragons 3.5 Edition Index – Deities
Dungeons & Dragons 3.5 Edition Index – Deities http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) and the members of the Crystal Keep Forum Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php February 28, 2007 Table of Contents Page Index...........................................................................................................................................................................................................................2 Core Deities................................................................................................................................................................................................................4 Campaign Settings......................................................................................................................................................................................................5 Grayhawk................................................................................................................................................................................................................................................5 Forgotten Realms....................................................................................................................................................................................................................................8 Mulhorandi ................................................................................................................................................................................................................................... -
299195-Sample.Pdf
Sample file 1 Developer: Adam Hancock | @AdamDMsGuild If you are starting Dragon of Icespire Peak after having Editor: Rachel Savicki | @RWritesThings completed Lost Mine of Phandelver, the frontier town of Cover Artist: Roselysium | @Roselysium Phandalin is a familiar sight to the party members. If the adventurers behaved themselves, they might be hailed as trusted heroes by now. People may greet them in the streets of town on a first-name basis or even seek them out when help is needed. Assuming the Rockseeker brothers both survived the events of Lost Mine of Phandelver, Gundren and Nundro have claimed the mine at Wave Echo Cave and seek to reinstate the Phandelver's Pact. Dwarven and gnomish miners are starting to be familiar sight in Phandalin. But a new danger arises away to the east.... Cryovain is still the main villain in this adventure, but this icy terror is no longer a young white dragon. Then again, it hasn't yet grown to adult size either. Instead, you'll find a custom stat block at the end of this book depicting Cryovain as an adolescent dragon on the verge of adulthood. On The Cover Roselysium illustrates Cryovian and Venomfang, the two Coincidentally, while the party was underground fighting dragons who prowl the region surrounding Phandalin. Both Nezznar the Black Spider in Wave Echo Cave, several people appear in this Tier 2 conversion guide of the Phandalin spotted Cryovain flying over Phandalin. Minutes later, the Adventures. white dragon landed just outside Icespire Hold, stormed the fortress, and drove out the surviving orcs. While some of the townsfolk may still mention the strange sighting when the party returns to Phandalin, by that time the This guide converts Lost Mine of Phandelver and Dragon of dragon has largely been forgotten. -
Called to Serve
Called to Serve A Defenders of the Faith Web Enhancement by James Wyatt Defenders of the Faith: A Guidebook to Clerics and Pal- Ehlonna, Goddess of the adins offers suggestions for holy (and unholy) quests Woodlands and missions that churches might request or demand Protect the woodlands—slay a rampaging Additional Credits clerics undertake on behalf of their deities. Divine evil monster; persuade loggers to avoid a quests can serve as great adventure-starters, not just Editing: Carrie Bebris sacred grove; rescue a sylvan creature that Web Production: Sue Cook for clerics but for any character or party with alle- has been captured; help defend a fey com- Web Development: giance to a patron deity. munity from attack. Negotiate peace Mark Jindra Of course, each god has his or her own agenda in the between squabbling centaurs and elves or Graphic Design: SeanGlenn, world, so the nature of such quests can vary drastically humans, or persuade them to unite against a Cynthia Fliege from deity to deity. Also, as Defenders of the Faith points common evil foe. Seek out an ancient nature Based on the original DUNGEONS & out, even churches devoted to the same god might spirit—perhaps a thousand-year-old dryad, DRAGONS® game by E. Gary Gygax emphasize different aspects of that god or parts of the treant, or nymph—or a sacred shrine built and Dave Arneson and on the new god’s portfolio, and thus might hand down very dis- edition of the DUNGEONS & DRAGONS high in the branches of a sky-embracing game designed by Jonathan Tweet, similar quests. -
Gods of the Forgotten Realms
THE PANTHEON OF THE REALMS GREATER POWERS Akadi Elemental Air, Air Elementalists, Movement, Speed, Flying creatures Chauntea Agriculture, Plants cultivated by Humans, Farmers, Gardeners, Summer Cyric Murder, Strife, Lies, Intrigue, Deception, Illusion Grumbar Elemental Earth, Earth Elementalists, Solidity, Changelessness, Oaths Istishia Elemental Water, Water Elementalists, Purification through Cleansing,Wetness Kelemvor Death, The Dead Kossuth Elemental Fire, Fire Elementalists, Purification through Fire Lathander Spring, Dawn, Birth, Renewal, Creativity, youth, Vitality, Self-Perfection, Athletics Mystra Magic, Spells, The Weave Oghma Knowledge, Invention, Inspiration, Bards Shar Dark, Night, Loss, Forgetfulness, Unrevealed Secrets, Caverns, Dungeons, The Underdark Silvanus Wild Nature, Druids Sune Beauty, Love , Passion Talos Storms, Destruction, rebellion, Conflagrations, Earth-Shakings, Vortices Tempus War, Battle, Warriors Tyr Justice INTERMEDIATE POWERS Beshaba Random mischief, Misfortune, Bad Luck, Accidents Gond Artifice, Craft, Construction, Smithwork Helm Guardians, Protectors, Protection Ilmater Endurance, Suffering, Martyrdom, Perseverance Mielikki Forest, Forest Creatures, Rangers, Dryads, Autumn Selune Moon, Stars, Navigation, Navigators, Wanderers, Seekers, Good Neutral Lycanthropes Tymora Good Fortune, Skill, Victory, Adventurers, Adventuring Umberlee Oceans, Currents, Waves, Sea Winds LESSER POWERS Auril Cold, Winter Azuth Wizards, Mages, Spellcasters in general. Deneir Glyphs, Images, Literature, Literacy, Scribes, -
Light Drow Medium Humanoid (Elf), Chaotic Good (D20TALK – YOUTUBE)
Light Drow Medium Humanoid (elf), Chaotic Good (D20TALK – YOUTUBE) Everyone knows the story of how the Drow left the surface world after choosing to follow Lolth instead of a non-evil God. The elves of old and the other races wouldn’t tolerate what they had become, and the Drow were driven to the Underdark. There they have built an evil empire loyal to Lolth and cruelty is what rules in their world. What many people don’t know is that the Drow goddess Eilistraee left with her kin, not because of an evil nature, but to hopefully one day convince the Drow to leave Lolth and rejoin the other elves and above ground races. A small percent of the Drow have chosen to leave Lolth and follow Eilistraee back in the world above. There Eilistraee teaches them everything they need to know to survive. These lessons include hunting, fighting, spell casting, forging weapons and much more. These drow have come to be known as the Light Drow, since they have left the subterranean world below and returned to the world above and they now live in the light. The Light Drow still appear very much like the dark drow with a few exceptions. They no longer possess the very pale eyes which are seen with most drow. Life in the light has returned some of the pigment to the iris. Living in the light has demanded a change in vision and they have adapted. The sunlight doesn’t seem overly bright for them like it does for the Dark Drow and in this adaptation, they have lost some of their darkvision range.