CREDITS Designer: Matthew D

Total Page:16

File Type:pdf, Size:1020Kb

CREDITS Designer: Matthew D CREDITS Designer: Matthew D. Bannerman Editor: Noah Stark, Ann Renken Map Artist: Cze and Peku Template: Simple Microsoft Word Template by Laura Hirsbrunner Playtesters: Chance W., Olive, Crimson, and Aaron P. ON THE COVER To the north of Nevanistra’s Gauntlet, characters will reach the portcullis, which signals both safety and the end of their journey. Map art by Cze and Peku. Disclaimer: The designer of this supplement cannot be held responsible for the consequences of killing or stealing from an insane drider who covered a bridge in webs. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. pp Sample file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Matthew D. Bannerman and published under the Open Gaming License. 1 TABLE OF CONTENTS Credits....................................................................................... 1 Table of Contents ................................................................... 2 Introduction............................................................................ 3 Overview ...................................................................................... 3 Using this Supplement ............................................................ 3 Key NPCs ..................................................................................... 3 Unique Effects ............................................................................ 3 Into the Gauntlet .................................................................... 3 1 – Nevanistra’s Lookout ........................................................ 3 2 – Southern Ballista ............................................................... 4 3 – The Gauntlet ........................................................................ 4 4 – Northern Ballista ............................................................... 4 5 – The Portcullis ...................................................................... 4 The Aftermath ........................................................................ 4 Appendix A – Monster Statblocks ........................................ 4 Sample file 2 INTRODUCTION INTO THE GAUNTLET Welcome to Nevanistra’s Gauntlet, a short adventure supplement for the world’s greatest roleplaying game. The goal of this quest is to cross the bridge that connects Characters of 6th to 9th level will find this encounter the two battlements and get through the portcullis on the challenging. northern side, which opens as the characters approach it. However, characters may choose to take other paths, such as attempting to kill Nevanistra; doing so does not end any of the environmental effects, but it does prevent her from shooting at them as they cross the bridge. At the end of each round, roll 1d8 and consult the table OVERVIEW below to see what emerges and where on the bridge. For In this adventure, characters must face the the purposes of this encounter, all creatures not hostile to environmental and hostile enemy challenges of crossing Nevanistra possess the following trait: “Web Walker. The Nevaistra’s Gauntlet. Nevanistra controls a host of spiders, GAUNTLET EVENTS drow, and spider-like creatures as one of Lolth’s punished children, and she brings it all to bear on every creature that 1d8 roll Gauntlet Event attempts to cross her Gauntlet. 1-3 Nothing happens. 4 1d4 drow elite warriors climb onto the bridge USING THIS SUPPLEMENT from the west 60 ft north of the southern end. You can use this supplement as a stand-alone one shot; 5 2 drow elite warriors and 1d4+1 quaggoths climb however, it truly shines as part of an existing campaign. onto the bridge from the east 60 ft south of the This supplement fits well into any world with heavy dungeon crawls. Nevanistra’s Gauntlet could easily northern end connect two disconnected sections of a dilapidated castle, 6 3 fierce giant spiders climb onto the bridge from for example, or bridge the gap in a set of ancient ruins. the east side at the exact center Note that the adds can quickly become overwhelming for 7 2 fierce giant spiders and one quaggoth climb a smaller group; feel free to only roll for the adds every onto the bridge from the west side 20 ft south of other round, or only roll for the adds when the wind check the northern end successfully triggers a Strength saving throw. 8 1 fierce giant spider and 1d4+1 quaggoth climb KEY NPCS onto the bridge from the east side 90 ft north of the southern end Nevanistra is a drider (neutral evil) with a modified statblock (see Appendix A) who controls the castle creature can traverse webbing as though it were normal around her Gauntlet, and she jealously guards the terrain.” passageway from any incursion. 1 – NEVANISTRA’S LOOKOUT UNIQUE EFFECTS Assume all of the characters in the party know one This adventure has several unique effects that add to its another before reaching Nevanistra’s gauntlet. They are, challenge for characters attempting to cross the bridge and after all, deep in a dungeon and about to cross a dangerous run the gauntlet. gauntlet together. If you run this as a one-shot, give each WIND At the start of each round, roll a d20. On any result above a 12, a gust of wind sweeps across the Gauntlet from east to west. Creatures hostile to Nevanistra must succeed on a DC 14 Strength saving throw or be knocked prone. Flying creatures have disadvantage on this save. WEBBING The entire bridge and all of the battlements are covered in a thick layer of webbing, rendering it difficult terrain for creatures hostile to Nevanistra. A creature who can fly can avoid this difficult terrain by remaining at least 30 ft above player the opportunity to introduce their character to the the surface of the bridge. others as they approach the battlements. Then read: The characters should immediately roll initiative. Unless CLOUDSample COVER they cannot be surprised for somefile reason, they are all Nevanistra’s magic keeps the Gauntlet perpetually surprised, and Nevanistra uses this opportunity to cast shrouded in thick cloud cover so that no direct sunlight faerie fire on as many of them as she can from the top of reaches the bridge or the battlements. her 25 ft battlement. From that point on, she uses her action to shoot her longbow three times, harrying the characters all the way along the length of the gauntlet. 3 The characters need not kill her, if they do not want to; with opportunistic attacks when they are already engaged they can run the gauntlet entirely without engaging her with more dangerous enemies. Party members captured by directly. Nevanistra wind up in the Underdark, in her lair near Darklake, and will require rescuing. Nevanistra makes an 2 – SOUTHERN BALLISTA excellent recurring minor villain for your campaign. Atop this battlement stands an animated ballista. It springs to life as soon as Nevanistra attacks something and APPENDIX A – attacks the character nearest it each turn. MONSTER STATBLOCKS 3 – THE GAUNTLET It is along this bridge that characters must run to reach the portcullis on the other side. Hostile creatures continue Large beast, any alignment to climb onto the bridge at the end of each round, even if the characters decide to kill Nevanistra, and she is happy Armor Class 17 to defend herself with melee weapons. Once the characters Hit Points 114 (12d10+48) have dealt with Nevanistra, they may have quite a hoard of Speed 40 ft., climb 40 ft creatures to handle, but they will be well fortified in Nevanistra’s tower (at least for a while). STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 19 (+4) 7 (-2) 9 (-1) 8 (-1) If you do not want your player characters to be overrun, you can choose to have each gauntlet event spawn only once and for the NPCs spawned by the gauntlet events to Saving Throws: Dex +7, Con +7 not wander far from where they spawn. That way, the Skills: Stealth +7 characters encounter smaller, more manageable groups of Damage Resistances: bludgeoning, piercing, and slashing from enemies, as they would in a more standard dungeon crawl. nonmagical weapons 4 – NORTHERN BALLISTA Damage Immunities: poison Senses: Blindsight 30 ft, Darkvision 120 ft. Atop this battlement stands an animated ballista. It Challenge: 5 (1,800 XP) springs to life as soon as any character breaks the halfway point of the gauntlet and attacks the player nearest it each Spider Climb. The spider can climb difficult surfaces, including turn. upside down on the ceiling, without having to make an ability check. 5 – THE PORTCULLIS The portcullis slides into the battlement with a metallic Multiattack. The spider makes three attacks; two with its clink as soon as the first character gets within 5 ft of it, and forelimb stab and one with its fanged bite. a characters can spend 5 ft of movement to step through. On this side, they see a hand winch which they can use as Fanged Bite. Melee Weapon Attack: +5 to hit, one target, reach 5 an action to lower the portcullis. If a character spends 3 ft. Hit: 11 (2d8+2) piercing and 9 (2d8) poison damage. actions holding the winch in place, the portcullis will jam Forelimb Stab. Melee Weapon Attack: +5 to hit, one target, and will no longer open without repair, effectively locking reach 10
Recommended publications
  • CREDITS Designer: Griffin Fredette Template: Simple Microsoft Word Template by Laura Hirsbrunner Cover Illustrator: Wikimedia Commons and Nimgyu
    CREDITS Designer: Griffin Fredette Template: Simple Microsoft Word Template by Laura Hirsbrunner Cover Illustrator: Wikimedia Commons and Nimgyu DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. pp This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. Sample file All other original material in this work is copyright 2020 by Griffin Fredette and published under the Community Content Agreement for Dungeon Masters Guild. 1 RANGED UPGRADE ARTIFICER At 9th level you can upgrade your gauntlet to unleash ranged blasts, adding a cannon-like feature somewhere on SPECIALISATION: THE the gauntlet. Ranged attacks made with your gauntlet have a range of 40ft, you can choose to deal 1d8 damage of your GLOVER chosen Melee upgrade damage type or unleash a special attack as an action. Select a special attack from the In many places it’s common for an artificer to craft following list that your gauntlet is now capable of: magical gauntlets, whether they be to enhance strength or deliver magical punch attacks. Glovers are artificers who Acid Shower: Unleash a spray of acid in a 40ft cone in specialize in these gauntlets, typically crafting one special front of you, all creatures within must make a Dex save gauntlet that they will upgrade over their life, making it DC 15 or be covered in poison and take 1d4 poison bigger each time as it slowly encompasses their arm.
    [Show full text]
  • Gorgoldand's Gauntlet
    GORGOLDAND’S GAUNTLET 2 may/june 2001 GORGOLDAND’S GAUNTLET Gorgoldand’s Gauntlet Adventurers Welcome! by Johnathan M. Richards artwork by Stephen Walsh and Dennis Cramer • cartography by Diesel “Gorgoldand’s Gauntlet” is a D&D adventure suitable for four 1st-level PCs. It takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. The adventure can be adapted for characters of up to 4th level, as described in the “Scaling the Adventure” sidebar. d Monsters k Non-Player Characters (NPCs) s Objects c Settlements a Traps Adventure Background gained access to a magic item that can have a significant A gold dragon calling himself “Gorgoldand” (an anagram of impact on their adventuring careers. “gold dragon”) converted a cave network into a testing ground to surreptitiously test the abilities of local adventuring bands. For the Players He did this by posing (in human form) as a book collector and The PCs are brought into the adventure by following a map hiring each band to unearth a small cache of important tomes that leads to the Gauntlet. They could have found the map in a said to be stored in the deep recesses of a cave network treasure hoard during a previous adventure, or Snooky might known as the “Gauntlet.” As the adventurers struggled through have simply left a copy at the PCs’ campsite as they slept. In the various traps and obstacles Gorgoldand had put in their either case, the map directs the PCs to the entrance of the way, the dragon observed their progress with the help of his Gauntlet but provides no information on the interior of the pseudodragon companion, Snooky.
    [Show full text]
  • Dragon Magazine #217
    Issue #217 Vol. XIX, No. 12 May 1995 Publisher TSR, Inc. Associate Publisher Brian Thomsen SPECIAL ATTRACTIONS Editor-in-Chief Boons & Benefits Larry Granato Kim Mohan 10 Compensate your PCs with rewards far more Associate editor valuable than mere cash or jewels. Dale A. Donovan Behind Enemy Lines Phil Masters Fiction editor 18 The PCs are trapped in hostile territory with an Barbara G. Young entire army chasing them. Sounds like fun, doesnt it? Editorial assistant Two Heads are Better than One Joshua Siegel Wolfgang H. Baur 22 Michelle Vuckovich Split the game masters chores between two people. Art director Class Action Peter C. Zelinski Larry W. Smith 26 How about a party of only fighters, thieves, clerics, or mages? Production Renee Ciske Tracey Isler REVIEWS Subscriptions Janet L. Winters Eye of the Monitor Jay & Dee 65 Imitation is the sincerest form of flattery. U.S. advertising Cindy Rick The Role of Books John C. Bunnell 86 Delve into these faerie tales for all ages. U.K. correspondent and U.K. advertising Carolyn Wildman DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S.
    [Show full text]
  • The Ruins of Undermountain
    Sample file Undermountain Adventures by Ed Greenwood Table of Contents Starters: Adventures That Take Adventurers Into Undermountain The Ghost Knight . .2 The Eye And The Hand . .5 Frying Pans & Fires: Adventures That Leave Undermountain Coils In The Dark . .8 The Killing Tree. 12 Down In The Dungeon: Adventures Chiefly Concerned With Undermountain The Black Viper Strikes . 16 Gathgaers Iron Maiden . 17 The God of the Dry Depths . 18 Adventure Hooks . 19 Monster Guide. 21 Skullport . .29 The Rat Hills. .30 Maps & Charts of Undermountain. .32 General Note The adventures in this book involve several noble families of Waterdeep. If any of the activities or character descriptions herein conflict with versions of the families existing in a DMs own campaign, feel free to change the names given here to those of other no- ble families. In any campaign set in Waterdeep, it is recommended that a DM establish an aloof list of 25 or so of the Sample76 noble families thatfile are not involved in daily play or PC interactions, so that they can be used in later adventures (such as those in this book). Credits Design: Ed Greenwood Cartography: David Sutherland Editing: Jon Pickens and Steven E. Schend Graphic Design: Dee Barnett Cover Art: Jeff Easley Production: Sarah Feggestad Interior Art: Karl Waller Typography: Gaye OKeefe TSR Inc. TSR Ltd POB 756 120 Church End, Cherry Hinton Lake Geneva, WI 53247 Cambridge CB1 3LB ©1991 TSR, Inc. All Rights Reserved Printed in the U.S.A ADVANCED DUNGEONS & DRAGONS, AD&D, CATACOMBS, DRAGON, DUNGEONS & DRAGONS, and FORGOTTEN REALMS are registered trademarks owned by TSR, Inc.
    [Show full text]
  • A Grand History of the Forgotten Realms
    A Grand History of the Forgotten Realms Designer & Cartographer: Brian R. James Cover & Interior Artist: Toni M. James 3rd Printing: May 25 2006 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 game product contains no Open Game Content. The content for this game product was compiled by resources owned by Wizards of the Coast. DUNGEONS & DRAGONS, D&D, FORGOTTEN REALMS, and WIZARDS OF THE COAST are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. The Digital Marble logo is a trademark of Digital Marble, Inc. All artwork is owned by their respective authors. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. For more timelines and other juicy bits of realmslore visit our website http://www.geonomicon.com Introduction "These things also I have observed: that knowledge of our world is to be nurtured like a precious flower, for it is the most precious thing we have. Wherefore guard the word written and heed words unwritten—and set them down ere they fade... Learn then, well, the arts of reading, writing, and listening true, and they will lead you to the greatest art of all: understanding." —Alaundo of Candlekeep This chronology is the most definitive accounting of Realms history on the Internet or in print.
    [Show full text]
  • GREYHAWK Adventures Wouldn't Be Complete Without Some Mention of the Magical Items Unique to Oerth
    Official James M. Ward Sample file A compendium of GREYHAWK® campaign ideas for the AD&D® role playing system. TSR, Inc. P.O. Box 756 TSR CIK Ltd. Lake Geneva, The Mill, Rathmore Road WI 53147 U.S.A. Cambridge CB1 4AD United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D, GREYHAWK, WORLD OF GREYHAWK, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc. Det)icatioN I would like to dedicate this work to those uncounted numbers of people who have liked my material and were kind enough to tell me so. Thank you, very much. JMW Introduction Warning: This book is designed for experienced campaigners! I preface my introduction with the above statement because I want you to realize that this isn't a role-playing aid for newcomers. When the AD&D® game was first published, the GRE YHAWK® campaign system had been up and running for several years. Since then, I hope I have helped, in my own small way, to make that campaign and the AD&D game system grow a little larger and run a little better. Now, others have taken up the gauntlet and quite probably hundreds of thousands of player characters have walked down the dirt roads of the City of Greyhawk and roamed the lands of Oerth. This book was created out of the demand by those GREYHAWK game lovers for more information. The oldest, running fantasy campaign has a very vocal following. Each section of this book came out of a direct request for more information about a particular aspect of Oerth and Greyhawk.
    [Show full text]
  • The Mist & the Wood
    THE MIST & THE WOOD What belongs in the Mist? The area surrounding the city of Phlan has been dramatically different ever since the Maimed Virulence, Vorgansharax, fought back against the combined efforts of the Harpers, Zhentarim, Emerald Enclave, Order of the Gauntlet, and the Lord’s Alliance. Heavy mists crawled from the Quivering Forest and grip the land, choking out joy and happiness, and the elves have begun whispering of strange noises and a lack of woodland creatures. An expansion for DDAL04-02 The Beast by Alan Patrick Associate Community Manager 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 distinctive 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. ©2016 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. The Mist & The Wood 1 An Enchanted Forest I WATCHED HIM CHANGE. His bones twisted and Ties to the Adventurers League popped, his skin rippled as his inner being – his true being – began to tear free.
    [Show full text]
  • Dragon Magazine #223
    Issue #223 Vol. XX, No. 6 November 1995 The Lords of the NineColin 10 McComb Publisher TSR, Inc. The Lords of the Nine Layers of Baator have been revealed at last. Do you dare Associate Publisher read about them? Brian Thomsen Primal RageRob Letts and Wayne A. Haskett Editor-in-Chief 24 Straight to your campaign from the hottest video game of our Pierce Watters time come three new demigods. Editor The Right Monster for the Right AdventureGregory Anthony J. Bryant 81 W. Detwiler Picking your scenario appropriately will make the many Associate editor Dave Gross horrors of the Cthulhu Mythos that much more terrifying. Fiction editor Barbara Young FICTION Art director Larry W. Smith Winters KnightMark Anthony 92 Adarr was ancient, but he was Queen’s Champion; only he Editorial assistant could face the great wyrm and save the land from desolation. Michelle Vuckovich Production staff Tracey Isler REVIEWS Subscriptions Janet L. Winters Role-Playing ReviewsRick Swan 42 Bugs take over Chicago, Rick considers Asia, and TSR parodies U.S. advertising the tabloid industry. Cindy Rick The Role of BooksJohn C. Bunnell U.K correspondent 51 What’s good and what’s not in the latest F&SF books? and U.K. advertising Carolyn Wildma DRAGON® Magazine (ISSN 0279-6848) is published Kingdom is by Comag Magazine Marketing, Tavistock monthly by TSR, Inc., 201 Sheridan Springs Road, Road, West Drayton, Middlesex UB7 7QE, United Lake Geneva, WI 53147, United States of America. Kingdom; telephone: 0895-444055. The postal address for all materials from the United Subscription: Subscription rates via second-class States of America and Canada except subscription mail are as follows: $30 in U.S.
    [Show full text]
  • Collectors Checklist by Richard © 2001, Version 2.7
    Dungeons&Dragons Collectors Checklist by Richard © 2001, version 2.7 Well met and welcome to the Collectors Checklist! I made this checklist for myself to keep track of what TSR products I own. Many times was I in the position to photocopy (“Xerox”) a module or booklet that the owner didn’t wish to sell. So gradually my collection expanded with not only genuine products but also with photocopies. Since the coming of the officially digitized classic products (PDF) it is even harder to keep track of what product you own in what format. With the Collectors Checklist you will be able to sort your whole Dungeons&Dragons collection, no matter what the format is! For those out there who haven’t got a clue, here’s how to use the Collectors Checklist: TSR-Code : The product’s publishing code Sub-Code : When a product belongs to a specific group of products it carries this code Title : The product’s title (dah!) Hardcopy : Check this if you have the original item Copy : Check this if you have a copy (Xeroxcopy for instance) of the original product PDF : Check this if you have a digital copy(.pdf/.doc/etc.) of the original product HINT: you can even write down the number when you own more than one copy of a product ; ) If you think any items are missing, please mail me at [email protected] . Feel free to copy/share/print this list. Please visit these websites for the best Dungeons&Dragons archives on the Internet : http://www.acaeum.com http://home.flash.net/~brenfrow/index.htm .
    [Show full text]
  • THE MYSTARAN ARMOURY V
    THE MYSTARAN ARMOURY v. 1.6 A GUIDE TO ARMOUR, SHIELDS, WEAPONS, FIREARMS, & SIEGE ENGINES by MARCO DALMONTE SUMMARY INTRODUCTION 1 Studding for Shields 25 Sizes and Dimensions 1 Shield weapons 25 Encumbrance 2 COMPLETE BARDING 25 Effective Speed 2 Padded Barding 26 Technological Level 2 Leather Barding 26 CHAPTER 1: ARMOUR, SHIELDS, AND BARDING 4 Scale Barding 26 Usable Armour (Optional) 4 Mail Barding 26 Legend 4 Banded Barding 26 Note on the Armour of Subaquatic Races 5 Plate Barding 26 SUITS OF ARMOUR 6 Field Barding 27 Protective Skins 6 Joust Barding 27 Fur Armour 6 Table of Complete Barding 27 Paper Armour 6 PARTIAL BARDING 27 Padded Armour 7 Chamfron 28 Slat Armour 7 Crinet 28 Leather Armour 7 Cuello 28 Plated Armour 7 Flanchard 28 Studded Leather 8 Peytral 28 Hide Armour 8 Crupper 28 Breastplate 8 Table of Partial Barding 28 Scale Armour 9 TACK FOR MOUNTS 28 Brigantine Armour 9 Bridle 29 Banded Leather 9 Shoes 29 Lamellar Armour 10 Saddlebags 29 Chainmail 10 Saddle 29 Splint Armour 10 Spurs 29 Banded Mail 11 Stirrups 30 Plate-mail 11 Table of Tack 30 Full Plate 11 APPENDIX A: ANIMALS & MOUNTS 30 Helmets 12 Table 1.15 – Normal Horses 32 Studding for Suits of Armour 13 Table 1.16 – Mammals 32 Donning and Removing Armour 13 Table 1.17 – Great Cats 33 Table of Suits of Armour 13 Table 1.18 – Birds 33 Wearing different pieces of armour 13 Table 1.19 – Dinosaurs 34 PARTIAL ARMOUR 14 Table 1.20 – Reptiles, Amphibians, & Fish 34 Bracers 15 Table 1.21 – Bugs, Crustaceans, & Insects 35 Girdle 15 Table 1.22 – Magical Creatures 35 Metal
    [Show full text]
  • Sea of Fallen Stars Steven E
    Sea of Fallen Stars Steven E. Schend Credits Design and Development: Steven E. Schend Original Designs (Ilbratha, Red Book of War): Ed Greenwood Original Designs (Pirate Isles, misc. Inner Sea): Ed Greenwood, Jeff Grubb, Steve Perrin, Curtis Scott Undersea AD&D® Rules Designs: Bruce Cordell, Keith Strohm, and Skip Williams Editing: Dale A. Donovan and Roger E. Moore Creative Direction: David Wise and Kij Johnson Art Director: Paul Hanchette Cover Art: Jeff Easley Interior Art: Ned Dameron Cartography: Dennis Kauth, Rob Lazzaretti Graphic DesignSample and Production: file Dee Barnett Typography: Eric Haddock Special Thanks To Ed Greenwood, Mel Odom, Phil Athans, Bryon Wischstadt, Grant Christie, Eric Boyd, Andrew Hackard, Mark Sehestedt, George Krashos, and Jon Pickens for all their aid in keeping me and this project afloat. I owe you each a hefty tankard of grog! Note to Readers: The people, locations, and events described herein take place within the scope of the Threat from the Sea novel trilogy by Mel Odom and published by Wizards of the Coast. This game supplement is set after the events of the second and third novels of that trilogy, Under Fallen Stars and The Sea Devils Eye. If you intend to read these books (and you do, dont you?), please be aware that this supplement, by necessity, reveals major elements of the books plot. Campaign setting based on the original campaign world of Ed Greenwood. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson. Part I: ATOP THE WAVES . 4 Ruins ........................................................................................... 20 Chapter 1: Faerûns Inner Sea ............................................
    [Show full text]
  • Appendix D: Special Npcs Augrek Brighthelm Sirac of Suzail Medium Humanoid (Shield Dwarf), Lawful Good Medium Humanoid (Chondathan Human), Lawful Good
    Appendix D: Special NPCs Augrek Brighthelm Sirac of Suzail Medium humanoid (shield dwarf), lawful good Medium humanoid (Chondathan human), lawful good Armor Class 15 (chain shirt, shield) Armor Class 14 (leather) Hit Points 13 (2d8 + 4) Hit Points 22 (5d8) Speed 25 ft. Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 15 (+2) 10 (+0) 11 (+0) 11 (+0) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 13 (+1) 16 (+3) Skills Athletics +4, Perception +2 Skills Athletics +4, Insight +3, Survival +3 Damage Resistances poison Senses passive Perception 11 Senses darkvision 60 ft., passive Perception 12 Languages Common, Orc Languages Common, Dwarvish Actions Dwarven Resilience. Augrek has advantage on saving throws against poison. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Actions Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Sirac carries six darts. target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands. Reactions Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range Parry. Sirac adds 2 to his AC against one melee attack that 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Augrek would hit him. To do so, Sirac must see the attacker and be carries ten crossbow bolts. wielding a melee weapon. Roleplaying Information Roleplaying Information 6KHULŚôVGHSXW\$XJUHNJXDUGVWKHVRXWKZHVWJDWHRI%U\Q An acolyte of Torm, Sirac grew up on the streets of Suzail, the Shander and welcomes visitors to town.
    [Show full text]