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SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
Human, Arkaiun
™ Sample file 620_17929_Ch1.indd 1 8/2/04 1:46:47 PM DESIGNER: Thomas M. Reid DEVELOPER: Michael Donais EDITORS: Chris Sims, Chris Thomasson, Penny Williams MANAGING EDITOR: Kim Mohan DESIGN MANAGER: Christopher Perkins DEVELOPMENT MANAGER: Andrew J. Finch DIRECTOR OF RPG R&D: Bill Slavicsek PRODUCTION MANAGERS: Joshua C.J. Fischer, Randall Crews ART DIRECTOR: Robert Raper COVER ARTIST: Sam Wood INTERIOR ARTISTS: Wayne England, Sam Wood, Richard Sardinha, Carl Frank, Chris Hawkes, Jason Engle, Christopher Rush, Ralph Horsley, Vince Locke, Mike Dubisch GRAPHIC DESIGNERS: Kate Irwin, Dee Barnett CARTOGRAPHER: Todd Gamble GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz IMAGE TECHNICIAN: Jason Wiley SPECIAL THANKS: Richard Baker, Eric L. Boyd, George Krashos, Thomas M. Costa Sources include the FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo, Counselors & Kings Trilogy by Elaine Cunningham, Defenders of the Faith by Rich Redman and James Wyatt, Demihuman Deities by Eric L. Boyd, Dragon Magazine, Dwarves Deep by Ed Greenwood, Faiths & Avatars by Julia Martin with Eric L. Boyd, Faiths and Pantheons by Eric L. Boyd and Erik Mona, Magic of Faerûn by Sean K Reynolds, Duane Maxwell, and Angel McCoy, Masters of the Wild by David Eckelberry and Mike Selinker, Monster Compendium: Monsters of Faerûn by James Wyatt and Rob Heinsoo, Monster Manual II by Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter, Old Empires by Scott Bennie, Pages From the Mages by Ed Greenwood and Tim Beach, Pirates of the Fallen Stars by Curtis M. Scott, Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt, Powers & Pantheons by Eric L. -
WOT Enhance Credits.Qxd (Page 1)
™ WEB ENHANCEMENT Design: CHARLES RYAN, STEVEN S. LONG, Web Production: JULIA MARTIN CHRISTIAN MOORE, OWEN K.C. STEPHENS Web Development: MARK JINDRA Design Assistance: DAVID ECKELBERRY, JENNIFER CLARKE WILKES, Creative Directors: THOMAS M. REID, CORY J. HERNDON CHRISTOPHER PERKINS Development and Editing: CHARLES RYAN Visual Creative Director: JON SCHINDEHETTE Editing: JOHN D. RATELIFF, BRIAN CAMPBELL, Graphic Design: ROBERT RAPER, DEE BARNETT JENNIFER CLARKE WILKES, MIRANDA HORNER, CORY J. HERNDON Cartography: ELLISA MITCHELL Typesetting: SUE WEINLEIN COOK Licensing Approval: ROBERT JORDAN, WILLIAM P. MCDOUGAL, MARIA L. SIMONS 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. This d20 System game utilizes mechanics developed for the new DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. U.S.,CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. P.B. 2031 P.O. Box 707 2600 Berchem Renton WA 98057-0707 Belgium (Questions?) 1-800-324-6496 +32-70-23-32-77 DUNGEONS &DRAGONS, the d20 system logo, and the Wizards of the Coast logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. Wheel of Time is a trademark of Robert Jordan. All characters, character names, and descriptions thereof are trademarks and/or copyrights of Robert Jordan. ©2001 Game Mechanic owned by Wizards of the Coast, Inc. -
Return to the Temple of Elemental Evil ERRATA and FAQ
Return to the Temple of Elemental Evil ERRATA AND FAQ A collaborative product of the members of Monte Cook's Return to the Temple of Elemental Evil web forum. Compiled, edited, and formatted by Siobharek. PDF version edited by ZansForCans. Modified: 11 February 2003 The definitive source for this errata and FAQ can be found in the ‘sticky’ threads at the top of the topic list on Monte Cook's Return to the Temple of Elemental Evil web forum. None of these errata or FAQ are official in any way (i.e. Monte or WotC have not said "That's right."), but most have been agreed to be accurate and true to the core rulebooks by many DMs running this adventure. NPC stats corrections are grouped in the appropriate chapter that the NPC appears in. In some cases, there is no ‘fix’ suggested—the errata is simply provided to alert you to a discrepancy. You didn’t think we’d do all the work for you, did you? It may seem like there are quite a lot of errata for this product. There are! Part of the explanation we have heard is that Monte was working on the adventure while D&D 3e was still being finalized. The rest we simply blame on his editors. ;) We welcome further corrections and additions to this list. However, when and if you find something that doesn't seem right, please check in every available rulebook. For instance, adding the right number of feats and stat increases to monsters with classes can be fiendishly hard but check it and double check it as much as you can. -
DIVINITY Tige Classes to Use in Your D&D Campaign
Complete Divine is packed full of material useful to cler- ics, druids, and other divine spellcasters, including feats, prestige classes, spells, and magic items. Some of this material is freshly updated for D&D v.3.5, and the rest is brand-new. But there’s only so much room in any book, and some of the new prestige classes couldn’t be included. So without further ado, here are four new divine pres- MORE DIVINITY tige classes to use in your D&D campaign. A Web Enhancement DWEOMERKEEPER for Complete Divine Dweomerkeepers are the shepherds of arcana—priests whose faith grants them an intuitive grasp of the very fabric of magic. Skilled practitioners of both arcane and CREDITS divine magic, they seek to explore magical theory and Design: David Noonan and Skip Williams create new spells and magic items. As the devoted Editing: Penny Williams agents of the deities of magic, dweomerkeepers defend Typesetting: Nancy Walker against those who seek to warp, twist, or hoard spells, magic items, and arcane lore. Design Manager: Christopher Perkins Most dweomerkeepers are cleric/wizards or Web Production Julia Martin cleric/sorcerers, although other class combinations— Web Development: Mark A. Jindra particularly those that include specialist wizard, bard, Graphic Design: Sean Glenn, Cynthia Fliege and ranger—are not unknown. Dweomerkeepers can be found throughout the ® Based on the original DUNGEONS & DRAGONS game by E. land. Some dwell in lonely, isolated towers and are Gary Gygax and Dave Arneson and on the new edition of the wholly consumed with their magical studies. Others DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. -
Rules for Spellflag
the redhurst academy of magic™ spellflag rules web enhancement #2 For use with the Requires the use of the Dungeons & Dragons Player’s Handbook, published by Wizards of the Coast, Inc. 1 This product utilizes updated material from the v. 3.5 revision. ©2003 Human credits about this “book” Head Studios, Inc. Writing and Design: Matt Forbeck hose of you who have purchased The Redhurst All Rights Reserved. Editing: Timothy S. Gerritsen tAcademy of Magic and read it through know that it’s Redhurst, The Redhurst Art Direction: Matt Forbeck a gold mine for DMs hungry for adventure ideas. Due Academy of Magic and Graphic Design: Matt Forbeck and Tim Bowman to the nature of the book, however, we weren’t able to the Human Head Cartography: Jeff Lahren spell out adventure hooks directly in the book, as that Studios logo are Creative Direction: Matt Forbeck and would have broken the metaphor under which the trademarks of Human Timothy S. Gerritsen book was constructed. The spy who wrote the bits in Head Studios, Inc. Playtesting: Matt Forbeck and Seth Johnson the margins, for instance, couldn’t just throw in advice The Fast Forward for DMs as she went along. It just wouldn’t fit. Entertainment logo is a Through the wonder of the World Wide Web, how- trademark of Fast For- ever, we’re able to offer you the first official enhance- ward Entertainment. ment to The Redhurst Academy of Magic, free of charge. Reproduction of non- Since this is an adjunct to that book and not actually Open Game Content part of it, we are free to break the book’s fourth wall, so from this work by any to speak, and address d20 System DMs directly. -
Fictional Reality Issue 8
Fictional Reality June 2002 Issue 08 Table of Contents Ah, Summer in Texas. Actually, it’s not to bad right now, but by August we’ll be just dripping with sweat. I guess I’ll have to spend more time inside painting figures and Editorial / TOC 1 playing games. Well, that’s not all that will be taking up Standing Orders: Age of Battles 2 my free hours during the Summer. Baby Megan is Miniature Reviews preparing for her arrival and will join the rest of the brood Wizards of the Coast: Chainmail 5 sometime in late August or early September. That puts a Excelsior: Iron Claw 7 wee dent into my gaming and painting schedules, but also nixes any plans I had of attending Gen Con this year. If Rackham: Confrontation 8 anyone that gets to Gen Con this year would like to write Holistic Design: Fantasy Encounters 9 up a report I’d love to put it in the next issue. Next year Mithril: Lord of the Rings 10 may work out better for me anyway. My oldest son, Excalibur Miniaturen: Fearless 12 Bradley, has been gaming with my Dungeons and Pulp Figures: Lost Tribes / Personalities 15 Dragons group for a while now and has also been trying Reaper Miniatures 16 his hand at some painting. He’s getting the hang of things Larry Leadhead 11 and by next year he should be a pro. Ok, next year will be Game Reviews a go. We should actually start planning for it now. Road Games Workshop: Warhammer Skirmish 17 trip or catch a plane? Excalibur Miniaturen: Magic Challenge 18 Holistic Design: Fading Suns d20 RPG 19 Planning is a huge part of a rather large terrain building article this issue. -
World Serpent Enhance.Qxd
Brave New Planes Variant Planes in Your Campaigns: A Manual of the Planes Web Enhancement by Jeff Grubb The new Manual of the Planes book isn’t just a toybox Planes are the homes of gods and other great powers, as filled with cool completed toys. It’s also a toolbox you well as the “final resting places” for spirits of the dead. can use to create your own planes. Like the earlier edi- The Inner Planes are wellsprings of elemental forces tion, this one goes into great detail on the core cosmol- and pure energy—the building blocks of the cosmol- ogy of the D&D® game universe. Unlike the previous ogy. Demiplanes are finite planes with limited access, version, however, this book also includes a number of often created by magical force and mortal endeavors. variant planes that you can use in addition to (or Stitching all these together are the Transitive Planes, instead of) the Core Planes. In this way, you can create which allow movement along and often between other a unique fantasy universe of your own, molded to fit planes. In the core cosmology, the Astral Plane, the the needs of your campaign. Your universe need not be Ethereal Plane, and the Plane of Shadow are all Transi- the same as another DM’s, any more than two tive Planes. The World Serpent Inn (described in detail dungeons in your campaign world need to be the same, below) is also a Transitive Plane. You can use it in addi- though they may use the same components. -
Narrog the Earth Serpent Narrog Has Proven Useful to the Town
2 Legacy of the Dragons even weeks, torturing these poor souls until he grows weary and defeat it. Of course, their enemy might turn against of the entertainment and devours them. With the aid of his them for a quick profit when the time is right. magical powers, all the important folk in town either fall If the PCs adventure in the region around Aescolis, you under his control or meet death at his claws or the blades can use the sullen townsfolk as a continuing backdrop. Over of his thralls. time, the player characters may slowly come to uncover the The commoners remain ignorant of the dragon. A few horrifying truth of the place. A kidnapper, wracked with bandits, thieves, and murderers gladly aid the city council guilt, could come clean to them. Perhaps one of the PCs or a to help placate him. They take part in kidnappings, false trusted NPC is arrested and charged with a false crime. The arrests, and other ruses to capture travelers who come rest of the party must intervene to save him from the drag- through the region and remove families or individuals on’s torture chambers. who are unpopular or disliked. A band of merchants may The characters could journey to Aescolis on behalf of the find one of their number arrested on charges of murder widow of one of the town’s victims. Their questions prove after a night of heavy drinking. A bartender may slip a too close to the truth for comfort, prompting one of the civic powerful sedative into the victim’s drink, while the bar- leaders to dispatch assassins to silence them. -
Plot & Poison Web Enhancement
Web Enhancement Plot & Poison Web Enhancement Design: Matthew Sernett Editing: Jennifer Clarke Wilkes Graphic Design: Hal Mangold Plot & Poison Web Enhancement is ©2003 by Green Ronin Publishing. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with permission. - Introduction - Plot & Poison introduced several new drow subraces. This web enhancement • Light Blindness (Ex): Abrupt exposure to bright light (such as a lightning presents PHB-style racial trait write-ups for these subraces to make character bolt in a dark room), blinds aquatic drow for 1 round. When operating creation easier. in an area of continual bright light (such as a daylight spell), aquatic drow suffer a –1 circumstance penalty on all attack rolls, saves and All text in this document is Open Game Content. checks. • Gills (Ex): Aquatic drow have gills that allow them to breathe Aquatic Drow water. An aquatic drow can breathe normally outside of water for a total number of hours equal to twice her Constitution. After that time the aquatic drow must hold her breath or start to Racial Traits “drown.” Aquatic drow can renew an hour’s worth of air-breath- • +2 Strength, +2 Dexterity, –2 Constitution: A life ing time by spending 10 minutes completely submerged in beneath the depths has made aquatic drow strong, but breathable water. they retain the elven tendency to be of weak health. • Profi cient with shortspear or trident; pro- • Medium-size. -
Abyssal Larva Adherer Aerial Servant Aberrant Abomination
Lairs Web Enhancement The lairs present here were written by names of traders to use the tunnel are set every so often hold the ceiling Jeff Harkness, Gary Schotter and John Stater. in place. Lanterns hang every 100 yards to light the path. A group of travelers entered the tunnel a week ago but never came out. Three people later found an abandoned cart at the tunnel’s halfway point, but no people. Rumors are flying that the Root Run is haunted. Fear has halted the trade route, and the trade group that maintains the tunnel is Aberrant offering a 500 gp reward for the safe return of the missing travelers. Cyst Fist’s Pass The reward won’t ever be collected. The missing traders met a gruesome fate when an abyssal harvester broke through a hole in reality as they A small troop of 16 aberrants from the Cyst Fist Tribe have set up a camp passed. The grasping tentacles dragged the victims into the Abyss where at the crest of the mountain pass. Their leader is the biggest of the tribe, a they were devoured. The abyssal harvester currently has four of its thick mountain of a creature named Furgristle. This group has journeyed down tentacles stretched across the tunnel’s passage to snare new victims. The from their caves higher up in the mountains to raid and pillage, hoping tentacles appear to be tree roots in the semi-darkness until they rise to to bring back items to help the tribe get through the coming winter. attack. -
Dragon #361 Table of Contents
Dragon #361 Table of Contents Dragon #361 This issue features even more detailed 4th Edition coverage, on everything from dwarves to bulettes. We'll also be featuring a crossover between the Exemplars of Evil and Elder Evils supplements to prepare you for Dungeon's "Essence of Evil" adventure, more members of the Infernal Aristocracy, more Realmslore and Expeditionary Dispatches, and a new Ecology. Plus, coming in December, a new D&D Insider Presents cartoon, featuring a pair of creatures who've undergone quite a change of scenery in the new edition. A Fractured Family Bill's Holiday Present Elvish Strife, Separation, and Rebirth Ampersand Dragon Features This month, Bill has a present for everyone. It's a In the younger days of creation, a fey race walked detailed preview of the 4th Edition Elf! This isn't the borders between the world and the Feywild. just a tidbit but a full-scale look at the elf entry They were not yet the elves, eladrin, or drow that from the Player's Handbook. You won't find it they would become -- after generations of strife anywhereIssue else. Archive and bloodshed. by Bill Slavicsek by James Wyatt Infernal Aristocracy Why I'm Thankful The Dukes of Hell, Part II Ampersand Dragon Features This month, Bill talks about the rewards of being You thought we were done? It's impossible to the director of all things D&D, plus Desert of count the number of diabolical, unique Desolation news and information about the 4th personalities scheming in Hell. We've got five Edition preview book coming this December.