Lords of Frost the Rules of Nature Dictate That the Strong Eat the Weak

Total Page:16

File Type:pdf, Size:1020Kb

Lords of Frost the Rules of Nature Dictate That the Strong Eat the Weak Lords of Frost The rules of nature dictate that the strong eat the weak. To overcome the great adversity you will soon face, you must free yourself from the skin of prey and become the predator. That is the only way you will survive the harsh and unforgiving realities of the Frostwilds. The snows of the north are a cruel and uncaring master, and in exile from the civilized world, you shall learn this lesson well... This Adventure Path is designed to be played using the martial classes from Path of War and Path of War: Expanded by Dreamscarred Press, Spheres of Power by Drop Dead Studios, and the archetypes found within these books for Paizo’s classes. These books are excellent resources that help to patch many of the balance issues that exist within the core game, especially the divide between casters and martials, as well as the “utility belt” feel that comes with Vancian Casting. Should you not possess these books or would rather work with only canon Paizo material, a rebuilding guide that contains rough mechanical equivalents for each class listed may be found in the back of the first book. Introduction Character Creation Welcome to the Player’s Guide for the Lords of Frost This Adventure Path is designed for a higher level of Adventure Path! This Adventure Path will take you to power than most adventure paths, beyond the the untamed wilderness of the Frostwilds, home to a advantages given by the classes made available dozen disparate tribes of man who take their living through Path of War and its expansions. In the spirit of from the frozen soil of the north and the spoils of raids the epic heroes you are meant to be emulating, the upon the fat of the south. This Adventure Path takes its typical 20 point buy assumed for Paizo’s adventure inspiration from the tales of Conan the Barbarian, the paths has been deemed insufficient. By the end of stories and comic books of Red Sonja, the Wildlings game you may well be kings, but even from the from A Song of Ice and Fire, the Poetica Edda and other beginning there was a spark in you, something that Norse Mythology, the Nibelungenlied, and to a lesser saw you stand out from the crowd. extent, the Epic of Gilgamesh and the Twelve Labors of The game begins with the party taking on the role Heracles. Strength and cunning, wit and fortitude, of exiles with nothing, less than nothing, stranded in stamina and charisma, and unmatched conviction are the unforgiving wilderness with little but the rags on the running themes of this adventure path. their backs. Meant to die, for one reason or another. This Adventure Path will stay within the area of Many of the campaign traits available for this the Frostwilds throughout all of its chapters, an area adventure path give an explanation as to why your roughly the size of Scandinavia. Tribal politics, most character has been exiled. If you take one of the ones notably the politics of strength and the notion that that do not give an explanation, or refrain from taking “the strong eat the weak”, will churn in the background a campaign trait, have a reason for your exile. It can be of each adventure. The tribe that you will come to be a as simple as sleeping with the wrong person to the part of will not suffer a weak leader, for it is known that assassination of an important political figure. Make without a strong chieftain at their head, the tribe will sure your GM knows it. not survive the frosts of winter. This strength might The following are the Adventure Path’s advised not only be physical, of course – the cunning who lead guidelines for character creation: their warriors to victory in the face of insurmountable • Characters should be built on a 25 point buy. odds are every bit as strong as the one who could crush • Characters may select two (2) traits, with one a bear’s skull with his bare hands. trait being a campaign trait. Ultimately, “victory” is the greatest measure of • Characters may gain an additional trait if they strength a leader can bring, while “defeat” is the choose to select drawback. greatest sign of weakness. The barbarians of the north • Characters begin play with no equipment save are ultimately a meritocratic people, and those who for a bronze dagger and a set of prisoner’s rags. bring them victory will find themselves fast acceptance • Background skills are assumed to be in play. among the tribes. Those who bring them defeat, or who • It will be assumed that all “Martial” PCs are cannot bring them victory, will not. using the Path of War subsystem. • It will be assumed that all “caster” PCs are Patrician’s Congress, but most people are satisfied with using the Spheres of Power Subsystem. their rule. These are the rules that the adventure path You are not one of these people. At the moment, assumes that the players will be following when they you have been taken prisoner on charges that may be create their characters, and the challenges within the trumped up by your political enemies, or may very well adventure path reflect this. If your group does not be legitimate grievances of the state and people. typically play with either of these systems and would Perhaps you are an anarchist, who sees the gap in rather not take the time to learn them, the back of the fundamental rights between the nobility and the first book will contain a brief conversion guide to help citizenry, between the citizenry and the resident transition the NPCs found within each book to first barbarians, between the resident barbarians and the party classes. The assumption that Background Skills non-citizens, and took justice into your own hands. Or are in play is a matter of personal preference; the maybe you slept with the wrong person; or worse, are Adventure Path does not require the use of Background the bastard child of two people who really should not Skills in any task, though rolls of Lore (Frostwilds), have lain together without some measure of Lore (Cortova), and Lore (The Black Sun) might reveal protection. Perhaps it’s heresy, a crime against the more detailed information than a general Knowledge gods and angels that must be punished. (History) check. Your sentencing was simple. Your choice, even: For Spheres of Power, the presence of Advanced Death, or Exile. Talents will be up to the GM. The AP will not require You chose exile. If you hadn’t, your character Advanced Talents to be in play, though having certain would already be dead, and you’d have to reroll a new Advanced Talents can help expedite the storyline if one who would have chosen exile instead. That is the they are used properly. starting block on which this adventure path is built – civilized men and women being thrown into an Exiled From Civilized Lands... uncivilized realm, and surviving as best they can, until they can stop surviving and begin to thrive. The reasons a citizen might be sentenced to Exile from Having chosen exile, you have been dragged in the Republic of Cortova, ranging from adultery with an chains to Norskarthing, less a village and more a aristocrat’s spouse to heresy against the gods and citadel built into the center of a wall some six centuries angels, or even high treason against the Congress. The old, built to keep out the monstrous beasts of the far charges may well be truthful, but it’s just as likely that north and the barbarous men who choose to consort they are a fabrication of their enemies – a rival in the with them. Your sentence is to be carried out on the Collegiate, a business competitor, a spurned lover, a morrow, where the military governor will read out your political opponent, or anyone else who might want to crimes and have your marched to the north side of the see your character gone. wall, never to return to Cortova upon pain of death. The Frostwilds is a cold and unforgiving place, where Where It Begins and Where It Ends winter spirits keep the land blanketed in white, or so Your story begins in the land of Cortova, a civilized they say, but men can live there. Can’t they? realm of law and order, where men and women strive to be good folk. Cortova is a green land, that stretches Races in Cortova & the Frostwilds over two thousand miles between its furthest borders, Aasimar are the race of the great patrician classes of and has a culture that is mostly unified, with some the Republic of Cortova, the grace of the angels local quirks from town to town. Official Buildings are running through their veins being seen by the religious hewn from granite when they are not elegant works of caste as being their divine right to rule. Should a marble pillars and mathematic principle, while most Human family give birth to an Aasimar child, they are commoners homes are made from brick and lumber of considered to have been blessed by the gods, and are to varying quality. It is a time of plenty – the truly be elevated to the status of a minor noble as is worthy impoverished are few in number, and most everyone of their child’s blood. Like most of their kind, these has a full stomach to do their work. The nobility is Aasimar are raised from birth to navigate the vipers revered as the children of angels, and for the most part den of politics and intrigue that is the Republic’s they are fair in their rule; perhaps a bit decadent, and Capital of Cortova, which will eat those not initiated to certainly conniving in their games of politics at the the subtle arts of diplomacy alive.
Recommended publications
  • The HALFLING Point of View by Roger Moore
    The HALFLING point of view by Roger Moore The smallest and physically weakest of function is to help maintain the security insistence upon security are readily all the demi-human races are the half- of the halfling community to the best of apparent. The average halfling is reluc- lings, so named because they are almost their abilities, and their most common tant to take action in unexpected situa- exactly one-half the size of humans, Male prayers are for the continued support of tions without looking for a consensus halflings average 3' in height and females their deities in keeping their homes safe among other halflings of what would be slightly less; they all weigh about 50-60 and their lives untroubled. the best thing to do. Thus, halflings tend Ibs., and they look much tike small The normal (0-level) members of the to appear shy, fearful, and overcautious humans. In fact, evidence suggests that halfling community generally believe in when on their own for the first time. halflings are more closely related to an orderly, cooperative system of working Their society appears stagnated in the humans than to any other demi-human together to ensure the continued stability eyes of other races, and they tend to close race. of their society. Individuals who break themselves off from the rest of the world. Most humans tend to see halflings as the rules are scolded and punished for Halfling life, while it seems to suit child-like, basically happy, naive, and "rocking the boat," and it is impressed them well, ran be described at worst as hungry most of the time.
    [Show full text]
  • |Warhammer Fantasy: Empire of Man| |The Halflings of the Moot|
    |Warhammer Fantasy: Empire of Man| |The Halflings of The Moot| Straddling the River Aver between the borders of Averland and Stirland, there exists a stretch of rolling hills and near-endless fields of green grass and farmland. Mootland, or otherwise called ‘The Moot,’ is the home of the Halflings: Short, pot-bellied, chubby-faced humanoids that almost resemble the children of Man, and indeed seem to have existed alongside Mankind since the tribes first crossed the World’s Edge Mountains. None know where the Halflings originated from, and indeed even the Halflings themselves don’t seem to care one wit for their past. Likely, Ranald created them as some bizarre joke. But that’s neither here nor there. For all that the halflings appreciate the comforts of home - chief among them being food, alcohol, pipeweed, and the chance to skip out on a hard day’s work - life isn’t always so easy for the little folk. The Moot sits in an admittedly precarious position, for its easterly border is along the edge of Sylvania. That cursed land, ruled by the walking dead and the ever-duplicitous Mannfred von Carstein, is enough to make even a jolly old halfling grow serious and attentive. To Mootland’s south runs a spur of the World’s Edge Mountains, with its myriad tunnels and caverns hosting terrible beasties and monsters: Night goblin warbands, orc tribes, skaven scouting parties, and even trolls wishing to fill their bellies. And unfortunately, even amongst the states of the Empire, halflings experience their own share of prejudice and hatred from the Tall Folk.
    [Show full text]
  • A Card Game of Lighthearted Necromancy a New
    WELCOME TO TM A CARD GAME OF LIGHTHEARTED NECROMANCY A new game from the publishers of Rocket Race & Halfling Feast is launching on Kickstarter on November 23rd 2015. WELCOME PACK & RULES INTRODUCTION Triple Ace Games have teamed up with talented designer Kedric Winks to produce his latest card game Cadaver. Super fast to play and learn, Cadaver is a perfect mini game with a mix of resource collection and player versus player action balanced to perfection with over sixty blind playtests. WHAT IS CADAVER? Cadaver is a card game in which players must use a variety of arcane resources to reanimate a series of cadavers. One deck can be used by up to 3 players. Adding a second deck allows up to 6 players to compete for best necromancer! Each player takes a number of cards from a single deck looking for corpses to reanimate, collecting arcane resources and accomplices, coffin locks and keys or terrifying ghouls. The player with the most corpses raised by dawn wins the game! THE CARDS THE CORPSES James Darkwell. The unfortunate criminal whose death came when his murderous poisoning spree came to a sharp end at the bottom of a hangman’s noose! His fresh body with the addition of a few bolts in his neck will make James a useful pawn for an aspiring necromancer. Prisicilla Deravin. Miss Deravin was a socialite whose death was widely reported in the press. Some believe she was just plain unlucky and was in the wrong place at the wrong time and was slaughtered by none other than Jack the Ripper.
    [Show full text]
  • Fantasy in Literature. INSTITUTION National Education Association, Washington, D.C
    DOCUMENT RESUME ED 144 097 CS 203 625 AUTHOR Aquino, John TITLE Fantasy in Literature. INSTITUTION National Education Association, Washington, D.C. PUB DATE 77 NOTE 54p. AVAILABLE FROM NEA Order Dept., The Academic Building, Saw Mill Road, West Haven, Ccnnecticut 06516 ($3.50 paper) EDRS PRICE MF-$0.83 Plus Postage. HC Not Available from EDRS. DESCRIPTORS Bibliographies; Elementary Secondary Education; English Instruction; *Fantasy; Language Development; Literary Analysis; *Literature; *Literature Appreciation; Mythology; Reading Materials; Tales; *Teaching Methods; *Thought Processes ABSTRACT This report discusses the opposition to fantasy, as well as the support for it, both as an activity of the mind and as literature, and concludes that fantasy literature is useful in promoting language development and literature appreciation. The report then discusses characteristics of fantasy literature, lists works suitable for class use, and offers suggestions for teaching fantasy literature at various grade levels. Suggestions are provided for guiding classes in studying myths, specific fairy tales, and works by Levis Carroll, J.R.R. Tolkien, James Stephens, and C.S. Lewis. The report includes a bibliography of additional resource materials that deal with fantasy and fantasy literature. (GW) Fantasy in Literature by John Aquino nea National Education Association Washington D.C. Copyright c 1977 National Education Association of the United States Stock No 1817.6-00 (paper) 1818-4-00 (cloth ) Note The opinions expressed in this publication should not he con- strued as representing the polies or position of the National Education Association Materials published as part of the; Developments in Classroom Instruction series are intended to he discussion documents for teachers who are concerned with specialized interests of the profession Library of Congress Cataloging in Publication Data Aquino, John Fantasy in literature (Developments in classroom instruction Bibliography: p 1.
    [Show full text]
  • |Warhammer Fantasy: Empire of Man| |The Halflings of the Moot|
    |Warhammer Fantasy: Empire of Man| |The Halflings of The Moot| Straddling the River Aver between the borders of Averland and Stirland, there exists a stretch of rolling hills and near-endless fields of green grass and farmland. Mootland, or otherwise called ‘The Moot,’ is the home of the Halflings: Short, pot-bellied, chubby-faced humanoids that almost resemble the children of Man, and indeed seem to have existed alongside Mankind since the tribes first crossed the World’s Edge Mountains. None know where the Halflings originated from, and indeed even the Halflings themselves don’t seem to care one wit for their past. Likely, Ranald created them as some bizarre joke. But that’s neither here nor there. For all that the halflings appreciate the comforts of home - chief among them being food, alcohol, pipeweed, and the chance to skip out on a hard day’s work - life isn’t always so easy for the little folk. The Moot sits in an admittedly precarious position, for its easterly border is along the edge of Sylvania. That cursed land, ruled by the walking dead and the ever-duplicitous Mannfred von Carstein, is enough to make even a jolly old halfling grow serious and attentive. To Mootland’s south runs a spur of the World’s Edge Mountains, with its myriad tunnels and caverns hosting terrible beasties and monsters: Night goblin warbands, orc tribes, skaven scouting parties, and even trolls wishing to fill their bellies. And unfortunately, even amongst the states of the Empire, halflings experience their own share of prejudice and hatred from the Tall Folk.
    [Show full text]
  • Embracing the Took : Kinship Between Middle Earth and Sixties Youth
    WATKINS, SHANA, M.A. Embracing the Took: Kinship Between Middle Earth and Sixties Youth. (2007) Directed by Dr. Hephzibah Roskelly. 75 pp. The purpose of this thesis is to quash the reading of J.R.R. Tolkien’s works as allegory, especially as allegory for the events of the turbulent 1960s, i.e. the Vietnam War, 1967’s Summer of Love, the women’s liberation movement, etc. By addressing each of the Sixties’ infamous political and social movements, tragedies, victories, and controversies, this paper proves that the members of the Baby Boomer generation were inspired by the events described in Tolkien’s primary works, The Hobbit and The Lord of the Rings. Middle Earth’s events in the novels resounded throughout the Sixties, but were not actually about the Sixties, nor were they allegories of any previous decade, as some critics claim. Being a time of social unrest and demand for government and social revamping, the Sixties provided a particularly enthralled audience for the fantasy genre because it provided an alternative to mainstream literature. Sixties youth – part of which came to be known as the counterculture – demanded alternatives in nearly every facet of the American lifestyle, from the young rock-and-roll music genre to rebellious young celebrity idols like James Dean who contrasted Sixties parents’ idea of glamorous and wholesome movie stars whose film and television characters strove to acquire the materialistic American dream. This thesis discusses themes that Tolkien’s works and the Sixties had in common: namely, generational inheritance and rebellion; authority and isolation; social awakening; distrust and cynicism; reluctant and unlikely heroes; gender issues; activism; and hippie- ism.
    [Show full text]
  • The Significant Other: a Literary History of Elves
    1616796596 The Significant Other: a Literary History of Elves By Jenni Bergman Thesis submitted for the degree of Doctor of Philosophy Cardiff School of English, Communication and Philosophy Cardiff University 2011 UMI Number: U516593 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted. In the unlikely event that the author did not send a complete manuscript and there are missing pages, these will be noted. Also, if material had to be removed, a note will indicate the deletion. Dissertation Publishing UMI U516593 Published by ProQuest LLC 2013. Copyright in the Dissertation held by the Author. Microform Edition © ProQuest LLC. All rights reserved. This work is protected against unauthorized copying under Title 17, United States Code. ProQuest LLC 789 East Eisenhower Parkway P.O. Box 1346 Ann Arbor, Ml 48106-1346 DECLARATION This work has not previously been accepted in substance for any degree and is not concurrently submitted on candidature for any degree. Signed .(candidate) Date. STATEMENT 1 This thesis is being submitted in partial fulfilment of the requirements for the degree of PhD. (candidate) Date. STATEMENT 2 This thesis is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged by explicit references. Signed. (candidate) Date. 3/A W/ STATEMENT 3 I hereby give consent for my thesis, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed (candidate) Date. STATEMENT 4 - BAR ON ACCESS APPROVED I hereby give consent for my thesis, if accepted, to be available for photocopying and for inter-library loan after expiry of a bar on accessapproved bv the Graduate Development Committee.
    [Show full text]
  • Round 2 NAFC
    NAFC 2019 - Draw for round 2 Page 1 of 4 NAFC 2019 Draw for round 2 Table Match CNQ23 vs Sann0638 1 Norse | CNQ23 Dark Elf | Sann0638 Besters vs Knowmad 2 High Elf | Besters Wood Elf | Knowmad MarzM vs Purplegoo 3 Wood Elf | MarzM Goblin | Purplegoo Butch 9231 vs scs.sam 4 Goblin | Butch 9231 Orc | scs.sam boldfox vs PanicoBlack 5 Orc | boldfox Amazon | PanicoBlack Lyracian vs Deacon 6 Wood Elf | Lyracian Amazon | Deacon vagabond1982uk vs Podfrey 7 Norse | vagabond1982uk Dark Elf | Podfrey Jawa vs Kaiowas 8 Lizardman | Jawa Human | Kaiowas TheChamp vs Indibro 9 dark Elf | TheChamp wood Elf | Indibro Inderol vs 20phoenix 10 Dwarf | Inderol undead | 20phoenix Rubick vs Leap 11 dark Elf | Rubick goblin | Leap tritex vs wilzif 12 Wood Elf | tritex halfling | wilzif Lycos vs Kfoged 13 Wood Elf | Lycos Dark Elf | Kfoged Twelfman vs rolex 14 Undead | Twelfman Amazon | rolex miserable vs Classigungan 15 Chaos Dwarf | miserable wood Elf | Classigungan Stewbacca vs Agingergoblin 16 Dwarf | Stewbacca Slann | Agingergoblin maverick vs PurpleChest 17 Goblin | maverick Dwarf | PurpleChest rossanderson1984 vs Whitey 18 Wood Elf | rossanderson1984 Orc | Whitey sonofbattlepuppy vs Howlinggriffon 19 Chaos Pact | sonofbattlepuppy Bretonnian | Howlinggriffon Throweck vs Vulture Squadron 20 Lizardman | Throweck Chaos Pact | Vulture Squadron GreedySmurf vs Everybodys_dead_dave 21 Dark Elf | GreedySmurf Pro Elf | Everybodys_dead_dave El_Duderino73 vs Wotfudboy 22 Dark Elf | El_Duderino73 Dwarf | Wotfudboy skraggdave vs Dapiranha 23 High Elf | skraggdave Wood Elf | Dapiranha Skab vs Simon_ACP 24 Undead | Skab Lizardman | Simon_ACP Yogibedlambear vs Phil78 25 Necromantic Undead | Yogibedlambear Nurgle Rotters | Phil78 theBymster vs Heff 26 Norse | theBymster Orc | Heff ManticoreRich vs Gritter 27 Halfling | ManticoreRich Wood Elf | Gritter chimp2010 vs stephenbrands 28 chaos | chimp2010 Skaven | stephenbrands 29 Ringbeard vs Stig file:///C:/Users/User/Desktop/THE%20NAF%20CHAMPIONSHIP%202019/score/ou..
    [Show full text]
  • Portrayals of Tolkien's Rosie Cotton in Twenty-First Century Fan Fiction," Mythlore: a Journal of J.R.R
    Volume 24 Number 3 Article 10 4-15-2006 Reimagining Rose: Portrayals of Tolkien's Rosie Cotton in Twenty- First Century Fan Fiction Amy H. Sturgis Belmont University, TN Follow this and additional works at: https://dc.swosu.edu/mythlore Part of the Children's and Young Adult Literature Commons Recommended Citation Sturgis, Amy H. (2006) "Reimagining Rose: Portrayals of Tolkien's Rosie Cotton in Twenty-First Century Fan Fiction," Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature: Vol. 24 : No. 3 , Article 10. Available at: https://dc.swosu.edu/mythlore/vol24/iss3/10 This Article is brought to you for free and open access by the Mythopoeic Society at SWOSU Digital Commons. It has been accepted for inclusion in Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature by an authorized editor of SWOSU Digital Commons. An ADA compliant document is available upon request. For more information, please contact [email protected]. To join the Mythopoeic Society go to: http://www.mythsoc.org/join.htm Mythcon 51: A VIRTUAL “HALFLING” MYTHCON July 31 - August 1, 2021 (Saturday and Sunday) http://www.mythsoc.org/mythcon/mythcon-51.htm Mythcon 52: The Mythic, the Fantastic, and the Alien Albuquerque, New Mexico; July 29 - August 1, 2022 http://www.mythsoc.org/mythcon/mythcon-52.htm Abstract A study of fanfiction and what it has ot say about how an author’s works are appropriated and reimagined by his or her readers, looking specifically at several types of fanfiction about Rosie Cotton.
    [Show full text]
  • Volo's Complete Subrace Handbook V1.0
    CONTENTS -S- Dwarf Shroudeye................................. 19 Azerblood.................................. 3 Snatchbeak............................... 19 Dream Dwarf............................ 3 Kobold Urdunnir.................................... 3 Dragonwrought......................... 20 Wild Dwarf................................ 4 Lickspittle.................................. 20 Elf Pitstalker.................................... 21 Avariel (Revised)...................... 5 Orc Celadrin.................................... 5 Gray Orc.................................... 22 Grugach (Revised)................... 5 Mountain Orc............................ 22 Lythari....................................... 5 Orog (Underdark Orc)............. 23 Variant Sea Elf......................... 6 Neo-Orog (Thayan Red Orc)... 23 Genasi Yuan-Ti Air.............................................. 7 Yuan-Ti Malison........................ 24 Earth......................................... 7 Yuan-Ti Pureblood (Revised)... 24 Fire............................................ 7 Storm........................................ 8 -R R- Water......................................... 8 Grung............................................. 25 Gnome Blue Skin................................... 25 Deep Gnome (Revised)........... 9 Gold Skin................................... 25 Forest Gnome (Revised)......... 9 Green Skin................................ 25 Imago (Chaos Gnome)............ 9 Orange Skin.............................. 25 River Gnome...........................
    [Show full text]
  • The Five Shires Are D&D® Game Players Will Need to Bring a Are Also Sensitive to the Needs of Other Almost Entirely (96 Percent) Halfling
    Player's Booklet FiV€ by Ed Greenwood ff VOgfH?WW «W5W»»SJ Table of Contents Introduction 2 The People 2 Clans 6 Government & Justice In The Shires 9 Language 11 Of The Telling of Tales 13 Music of the Halflings 15 Of Pipesmoke 16 Home 17 Money & Hade 18 High-Level Halfling Characters 19 The Master: A Halfling Sub-Class 19 Credits: Design: Ed Greenwood DUNGEONS & DRAGONS, and D&D are registered Editing: John Fitzgerald trademarks owned by TSR, Inc. Product Manager: Bruce Heard SamplePRODUCT fileS OF YOUR IMAGINATION and the TSR logo are Coordinators: Bruce Heard, Karen S. Boomgarden trademarks owned by TSR, Inc. Cover Artist: Clyde Caldwell Distributed to the book trade in the United States by Random Interior Artist: Artie Ruiz House, Inc., and in Canada by Random House of Canada, Ltd. Graphic Design: Stephanie Tabat, Dave Sutherland, and Distributed to the toy and hobby trade by regional distributors. Dennis Kauth Distributed in the United Kingdom by TSR UK Ltd. Cartography: Dave Sutherland, Dennis Kauth, and , , . , , c p . • This module is protected under the copyright laws of the United „ u n ci States of America. Any reproduction or other unauthorized use 1 ypography: Betty fclmore of the wrkten matcria] or artwork herein is prohibited without the express written permission of TSR, Inc. Dedication This one's for Grandma and Aunt Clara. See? There still are magic kingdoms. ®1988 TSR, Inc. All Rights Reserved. Printed in U.S.A. TSR Inc. TSR UK Ltd. POB 756 The Mill, Rathmore Road Lake Geneva, Cambridge CB14AD WI 53147 USA United Kingdom ISBN 0-88038-592-8 9232 iNtRODUCtiON Welcome to the Players Guide To The about it; just run off and have fun.
    [Show full text]
  • Character Appearance
    RACE & CLASS RANDOM RACE If you want to randomly choose a race, roll on one of the following charts; depending on the kind of races the DM’s setting has. “LOW-FANTASY” BASE RACES ANY RACE 1d8 RACE 1d20 RACE 1-3 Human 1 Dragonborn 4-5 Dwarf 2-4 Dwarf 6-7 Halfling 5-6 Elf 8 Elf 7-8 Gnome 9-11 Halfling 12 Half-Elf 13 Half-Orc 14-19 Human 20 Tiefling “HIGH FANTASY” BASE RACES ANY RACE 1d8 RACE 1d12 RACE 1-2 Human 1 Dragonborn 3-4 Dwarf 2 Dwarf 5-6 Halfling 3 Elf 7-8 Elf 4 Gnome 5 Halfling 6 Half-Elf 7 Half-Orc 8-11 Human 12 Tiefling RANDOM CLASS While not completely random, the following method can be used to generate a class for your character based on their higher attributes. To let the dice pick a class for your character roll on the chart under the Attribute that is your character’s highest. All Classes benefit from high Constitutions, so use your second-highest if Constitution is your character’s highest attribute. STRENGTH 1d8 CLASS 1-4 Barbarian 5-6 Fighter 7-8 Paladin DEXTERITY 1d12 CLASS 1-2 Bard 3-5 Fighter 6-7 Monk 8-9 Ranger 10-12 Rogue INTELLIGENCE 1d8 CLASS 1-2 Druid 3-4 Rogue 5-8 Wizard WISDOM 1d12 CLASS 1-2 Cleric 3-5 Druid 6-7 Monk 8-9 Ranger 10-12 Warlock CHARISMA 1d12 CLASS 1-2 Bard 3-4 Cleric 5-6 Paladin 7-8 Sorcerer 9-10 Warlock ALIGNMENT AND TRAITS To generate a random trait and/or alignment, roll 1d20 on the first chart, and then do so again on the second chart.
    [Show full text]