Welcome to the Shipyard

Total Page:16

File Type:pdf, Size:1020Kb

Welcome to the Shipyard Welcome to the Shipyard Presented here are rules covering ship construction and ship to ship combat. Also presented is rules for equipment commonly found on ships. The ships of wildspace must fulfill a variety of needs. They must be able to retain enough atmosphere within their air envelope to support a crew and passengers, and be able to handle both the vacuum of wildspace and the glittering rainbow ocean of the Flow. In some cases, they must be able to land on the surface of a large planet and later be able to leave the planet. The primary restriction in ship design for all races is to make the ship large enough to support its crew, but not so large that it cannot be moved by a spelljamming mage or priest. This double restriction sets the top and bottom limits for normal ship design. Note that the Spelljammer is a unique craft whose very existence breaks some of the limitations as described above – it is incredibly large, but it can still move itself normally. Spelljammer Architecture Ships in space have a number of attributes and statistics that describe their performance and capabilities. Below is an overview of common terms. Name: Common name of the ship type. Built By: The race or entity that usually constructs this ship hull. Used Primarily By: The race that generally uses this type of ship. This is usually (but not always) the building race. Tonnage: A ship's size is defined in tonnage — literally the amount of displacement the ship takes up. Since this displacement also influences the amount of breathable air surrounding the ship in space, a ship's tonnage is also a reflection of both its crew capacity and requirements. One ton is not a measure of weight; instead, it is arbitrarily set to equal 100 cubic yards (2,700 cubic feet, a cube approximately 14 feet on a side). A mass that large will allow a single man to breathe comfortably for 4 to 8 months. Cost: The typical cost of ships is given in the gold piece standard found throughout most of space, this cost does not included standard armament. Some regions use other means of counting money, but these can be converted to the gold standard (for example, a system could bases its monetary system on steel, not gold, and a character looking for supplies in such a system will have to negotiate in steel pieces at their listed conversion rate). Hit Dice: The method of assessing damage to a ship, as well as damage inflicted by individuals in space combat. Initial hit points of ships are 1d10 per tonnage of ship (plus any additional hit points for reinforced hull). This tonnage is 2,700 cubic feet in volume with the limitation that the ships is limited to following thickness depending on what material is made of: Wood 3 inches, Stone 2 inches, and Metal 1 inch. Hit points for a ship functions just like they would for a monster or character (In fact some ships are living). In addition to weapon damage that cause hit points of damage, there are many attacks that can cause other effect to a ship, when a ship is attacked by magical effects it receives the helmsman's base saving throw (i.e., it will not include magical devices that the mage is wearing nor the characteristic modifiers for Constitution, Dexterity and Wisdom). The ship is considered to have no bonus or penalties to saving throw for characteristic modifiers. A ship that has lost half its hit points has many rents and holes in it, while one that has lost all its hull points has been destroyed. Most ship exteriors are considered to be thick wood, but there are also stone and metal ships in use, along with reports of ceramic, leather, bone, and even ships of glass strengthened by the glassteel spell. Ships construction is varied by the race that builds them; these are noted in their descriptions. Initiative: This determines when the ship moves. Tactical Speed: A ships tactical speed (TS) is a reflection of the ship's speed and relative power, and to a lesser extent its maneuverability. A ship with high TS can move faster in a single round than one with low TS. The maximum tactical speed a ship can achieve dependents on the power of the helm. Each TS rating is equivalent to 150 feet of flight. Tactical Maneuverability (TM): class refers to the maneuverability of the craft in combat. This is a factor of sails, oars, fins, and other controlling devices over and above those provided by the ship's rating. In general, the hull design of a ship determines its TM, with the quickest being the graceful ships of the elves and the most sluggish being sea vessels that have been converted into spacecraft. A ship can be powered by weak helm and therefore have low TS, but a high tactical maneuverability can still function well in tactical combat. Spaceship tactical maneuverability is similar to those of flying creatures, but do not function perfectly as a creature. They are rated as follows: perfect, good, average, poor and clumsy, with perfect being the most maneuverable. A rating of clumsy for a ship indicates that it is below minimum maneuverable standards. Such ships are usually converted sea craft modified for space travel and are outclassed by all craft built especially for space. Armor Class: Armor Class for a ship is the same as the Armor Class of a character. Armor reflects the difficulty that an attacker has in causing significant damage to the ship because of its construction or maneuverability. Armament varies from ship to ship. In a typical ship description, the standard armament is provided. Additional armament may be provided, though this cuts down on cargo space (the room that would normally be used for cargo is instead used to provide space for large weapons and their ammunition). The initial armament number reflects the number of armaments that can be built directly into the ship-further additions can be made with each weapon taking up a certain amount of tonnage, be it ½, 1 or 1½ ton. While a ship can have as much tonnage of weapon as can be fit onto a ship, it does become impractical for do so (i.e., lack of crew space) As a general rule armament does not exceed half the ship's total tonnage, this general rule allows some room for the crew's needs and provides enough breathable air for long voyages. Armament falls into a number of categories, along the lines of the siege machinery it developed from: Catapult: blunt stone thrower; Ballista: extremely large crossbow; Ram: punches holes in ships; Bombard: very rare, expensive, and dangerous to use; Jettison: scatters debris; Alchemist Fire Projector: shoots liquid flame. Further information on each of these weapons is given under the individual entries. Ship Modifications: Ships more often then not do vary from one another in that one ship will have a ram and another will be “topped out” in order to have excellent tactical maneuverability. All ships will have at least one ship modification. Crew: Each ship has two crew numbers. The first is the number of individuals needed to run the ship under normal circumstances. The second is the number of individuals that the ship can carry without dangerously overloading its atmospheric envelope. For example, a ship with a crew rating of 10/35 requires 10 men to run the ship properly but it can carry up to 35 without endangering its atmosphere. If only one number is present, this means that the ship generally cannot carry passengers, but only crew. When talking about maximum crew numbers and the air requirements of various races, man-sized races are assumed. For races and creatures that are not medium sized use the following to determine air consumption: ¼ man-days for tiny, ½ for small individuals, 2 man days for large, 4 man days for huge, 8 man days for gargantuan, and finally 16 days for colossal sized creatures. Crew listings are also less than those listed in the Player's Handbook and other sources for groundling campaigns. This is because the spelljamming helm frees up a lot of manpower otherwise needed (such as sailors and rowers). If a converted groundling ship is returned to earth, it will need its full crew to function normally. Air Capacity: The total amount of man-days worth of air that a ship carries. Landing: Whether the ship can land on land or water without risking a crash. This feature does not affect ships using space docks. Hardness: This rating determines how much less damage the ship takes from attacks that hit the ship. For example a ship made of wood has a hardness rating of 5, if struck for 33 points of damage from a medium catapult, the hardness subtracts 5 from this total damage, so that the ship only takes 28 points of damage. Material: Many types of material have the same hardness rating but spells and creatures do not equally affect all materials so it is of importance to mentions what a ship is made of. For example a ship made of wood will catch fire, while metal will not. Power Type: Power type defines the type of helm, engine, or other motive force that causes the ship to go through space. Most helms are powered by magical or other mystical energy that is converted it into motive force. In other words, the ships run on magic. Different power types have different limitations and capabilities.
Recommended publications
  • UT3 2012 August
    August 2012 UT3 The magazine of the Society for Underwater Technology Pipelay Vessel Underwater Vehicles Sonar 1 UT2 August 2012 UT2 August 2012 2 Contents August 2012 UT2 The magazine of the Society for Underwater Technology For a PDF version of this document that can be Pipelay Vessel Underwater Vehicles uploaded onto an Ipad, Sonar please send an email to 1 UT2 May 2012 The Seven Borealis August 2012 [email protected] Vol 7 No 3 and I shall send a copy via DropBox UT3 Society for Underwater Technology 1 Fetter Lane London EC4A 1BR +44 (0) 1480 370007 Editor: John Howes [email protected] Sub Editor: Michaelagh Broadbent [email protected] Advertising: Stephen Habermel Published by UT2 Publishing Ltd for and on behalf of the Society for Underwater Technology. Reproduction of UT2 in whole or in part, without permission, is Production: Sue Denham prohibited. The publisher and the SUT assumes no responsibility for unsolicited Design Angus McOatup material, nor responsibility for content of any advertisement, particularly infringement of copyrights, trademarks, intellectual property rights and patents, nor liability for misrepresentations, false or misleading statements and illustrations. These are the sole responsibility of the advertiser. Opinions of the writers are not necessarily those of the SUT or the publishers. ISSN: 1752-0592 3 UT2 August 2012 News News Teledyne Blueview GE Naxys BlueView Technologies has entered GE has entered into an agreement will strengthen CEONA’s ability to into an agreement to be acquired by to acquire Naxys. The company win and execute business. Primarily Teledyne RD Instruments USA.
    [Show full text]
  • An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
    Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978.
    [Show full text]
  • Dungeons^Hagons^
    Dungeons^Hagonsf ^ Edition Official Game Accessory Book of AH€ if acts Incredible Magic for All Campaigns! Credits Design: David "Zeb" Cook Additional Artifact Design: Rich Baker, Wolfgang Baur, Steve and Glenda Burns, Bill Connors, Dale "Slade" Henson, Colin McComb, Thomas M. Reid, and David Wise Supervision and Development: David "Zeb" Cook Editing: Thomas M. Reid Additional Editing and Proofreading: David Wise Cover Art: Fred Fields Art Coordination: Peggy Cooper Interior Art and Icons: Daniel Frazier Graphic Coordination: Sarah Feggestad SampleTypesetting: Gaye O'Keefe file TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva Cambridge CB1 3LB WI53147 U.S.A. United Kingdom ble of Contents \i Introduction 3 Mace of Cuthbert 52 Acorn of Wo Mai 11 Machine of Lum the Mad 53 All-Knowing Eye of Yasmin Sira 12 Mighty Servant of Leuk-o 58 Apparatus 13 Monocle of Bagthalos 61 Artifurnace 16 Obsidian Man 63 Axe of the Dwarvish Lords 17 Orbs of Dragonkind 65 Axe of the Emperors 19 Psychometron of Nerad 77 Baba Yaga's Hut 21 Queen Ehlissa's Marvelous Nightingale 78 Blackjammer's Cutlass 24 Recorder of Ye'Cind 79 Book with No End 25 Regalia of Good 80 Codex of the Infinite Planes 27 Regalia of Neutrality 80 Coin of Jisan the Bountiful 28 Regalia of Evil 80 Crystal of the Ebon Flame 29 Ring of Gaxx 90 Cup of Al'Akbar 30 Rod of Seven Parts 91 Talisman of Al'Akbar 30 Rod of Teeth 93 Death Rock 32 Scepter of the Sorcerer-Kings 95 Hammer of Gesen 33 Seal of Jafar al-Samal 97 Hand of Vecna 35 Silencer of Bodach 98 Eye of Vecna 35 Sword
    [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]
  • Encyclopedia Magica
    Encyclopedia Magica™ Accessory Credits Design: It is impossible to list all of the creators of the items cataloged in these volumes, but credit goes to everyone who has created a magic item in a module, boxed set, accessory, hardbound, or magazine article published in the last 20 years. Compilation and Development: slade Development and Editing: Doug Stewart Project Coordination: Roger E. Moore Interior Black and White Art: Arnie Swekel Interior Color Art: Gerald Brom, Clyde Caldwell, Jeff Easley, Fred Fields, and Robb Ruppel Art Coordination: Peggy Cooper Graphic Design: Dee Barnett Production: Paul Hanchette Graphic Coordination: Sarah Feggestad Typesetting: Nancy J. Kerkstra Acknowledgments: L. Richard Baker III, Anne Brown, Bruce Heard, Colin McComb, Ed Greenwood, Roger E. Moore, Steven E. Schend, slade, Doug Stewart, and Georgia S. Stewart who supplied new and unique magical items. And, of course, James M. Ward, for laughing when he heard slade had this project. Volume One Abacus of Calculation to Dust of Blending TABLE OF CONTENTS Introduction 2 Artifact Tables 7 Enchanted Enhancements Sample file 21 A 25 B 123 C 233 D 355 TSR, Inc. /jjw~3rjft>. TSR Ltd P.O. Box756 /jRmH^/Wml 12° ChurchEnd Lake Geneva GPj . ffiwjtiLwfl Cherry Hinton WI53147-0756 W ' ffijPfiw Cambridge, CB1 3LB USA ^SS^&S&V United Kingdom AD&D, ADVANCED DUNGEONS & DRAGONS, AL-QADIM, BATTLESYSTEM, BLACKMOOR, CARDMASTER, D&D, DARK SUN, DRAGON, DRAGONLANCE, DRAGON MOUNTAIN, DRAGON QUEST, DRAGON'S CROWN, DUNGEON, DUNGEONS & DRAGONS, DUNGEON MASTER, FIEND FOLIO, FORGOTTEN REALMS, GAMMA WORLD, GREYHAWK, HOLLOW WORLD, POLYHEDRON, RAVENLOFT, RPGA, the RPGA Logo, SPELLJAMMER, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc.
    [Show full text]
  • ROYAL NAVY LOSS LIST COMPLETE DATABASE LASTUPDATED - 29OCTOBER 2017 Royal Navy Loss List Complete Database Page 2 of 208
    ROYAL NAVY LOSS LIST COMPLETE DATABASE LAST UPDATED - 29 OCTOBER 2017 Photo: Swash Channel wreck courtesy of Bournemouth University MAST is a company limited by guarantee, registered in England and Wales, number 07455580 and charity number 1140497 | www.thisismast.org | [email protected] Royal Navy Loss List complete database Page 2 of 208 The Royal Navy (RN) Loss List (LL), from 1512-1947, is compiled from the volumes MAST hopes this will be a powerful research tool, amassing for the first time all RN and websites listed below from the earliest known RN wreck. The accuracy is only as losses in one place. It realises that there will be gaps and would gratefully receive good as these sources which have been thoroughly transcribed and cross-checked. any comments. Equally if researchers have details on any RN ships that are not There will be inevitable transcription errors. The LL includes minimal detail on the listed, or further information to add to the list on any already listed, please contact loss (ie. manner of loss except on the rare occasion that a specific position is known; MAST at [email protected]. MAST also asks that if this resource is used in any also noted is manner of loss, if known ie. if burnt, scuttled, foundered etc.). In most publication and public talk, that it is acknowledged. cases it is unclear from the sources whether the ship was lost in the territorial waters of the country in question, in the EEZ or in international waters. In many cases ships Donations are lost in channels between two countries, eg.
    [Show full text]
  • Dragon Magazine #179
    SPECIAL ATTRACTIONS Issue #179 Magic is Power Vol. XVI, No. 10 9 A treasure trove of magical items youve never seen before. March 1992 Picture This! Nigel Findley 10 Magical paintings that can save your lifeor take it away. Publisher James M. Ward Magic by Candlelight Gregg Chamberlain 16After you light one of these magical candles, be sure you stand way Editor back. Roger E. Moore Something Completely Different Bruce Humphrey 21 Liven up your treasure hoards with valuables that surprise as well as Fiction editor please. Barbara G. Young Seven Enlightening Lanterns Stephen Giles Associate editor 26 If you explore the dungeons of the Forgotten Realms, be sure to have Dale A. Donovan one of these devices in hand. Editorial assistant Wolfgang H. Baur Art director Larry W. Smith OTHER FEATURES Production staff Gaye OKeefe Angelika Lokotz Moonlight fiction by Heather Lynn Sarik Tracey Zamagne Mary Chudada 32 Pure, distilled moonlight, silvery and brightjust the target for two smart thieves. Subscriptions The Voyage of the Princess Ark Bruce A. Heard Janet L. Winters 41 A journey to a kingdom that has gone entirely to the dogs. U.S. advertising The MARVEL® Phile Dale A. Donovan and Steven E. Schend Roseann Schnering 47 Did you ever meet a super villain you wanted to laugh at rather than punch? U.K. correspondent The Role of Computers Hartley, Patricia, and Kirk Lesser and U.K. advertising Bronwen Livermore 57 A look through Eye of the Beholder II and a visit with some Merry Men. Wonders of the Land of Fate Jeff Grubb 66 The AD&D® AL-QADIM setting has flying carpets, efreeti bottles, and much, much more! Role-playing Reviews Lester W.
    [Show full text]
  • Dragon Magazine #153
    SPECIAL ATTRACTIONS Issue #153 In the Hands of the Gods: Vol. XIV, No. 8 11 Just hope that they dont drop you. January 1990 The Goals of the Gods Craig Barrett, Jr. Publisher 12Just what does a deity want out of life? For starters, everything. James M. Ward As Above, So Below Craig Barrett, Jr. Editor 22As men look up to gods, so do gods look to those powers above them. Roger E. Moore Following in Their Footsteps Fraser Sherman 26Why clerics of Poseidon had better not get seasick, and other priestly Fiction editor tidbits. Barbara G. Young Your Place in the Grand Scheme Tom Little Assistant editor 36Your cleric has a role in the Cosmic Plan if he can find it. Dale A. Donovan Art director O THER FEATURES Paul Hanchette Firebearer fiction by Lois Tilton Production staff 42To save a Titan, you must defy the god who punished him. Kathleen C. MacDonald The Game Wizards Jeff Grubb Gaye OKeefe Angelika Lokotz 48In which Jeff entertains a well-known visitor from the Forgotten Realms. Subscriptions The Role of Books John C. Bunnell Janet L. Winters 51 A look at how gods (and authors) handle their worlds. U.S. advertising The Ecology of the Manticore Spike Y. Jones Sheila Gailloreto Tammy Volp 56The best way to learn about this beast is probably also the worst. Through the Looking Glass Ed Dobrianski U.K. correspondent 60Want to make your very own army of dragons? Heres how! and U.K. advertising Sue Lilley The Voyage of the Princess Ark Bruce A. Heard 68A new article series explores the D&D® Known World from above.
    [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]
  • Dragon Magazine #171
    SPECIAL ATTRACTIONS Issue #171 AD&D Trading Cards Richard Brown Vol. XVI, No. 2 Insert July 1991 A preview of brand-new product, coming to a store near you! Publisher REGULAR FEATURES James M. Ward Guest Editorial Michael A. Stackpole Editor 6 Role-playing and reality: The dividing line is thicker than some people Roger E. Moore think. Whos Who Among Dragons Bruce A. Heard Fiction editor 9 Dragons, too, rule kingdoms in the D&D® Known World. Barbara G. Young Hunting Tanks is Fun and Easy! Thomas M. Kane 13 Dragons, Hellfires, and the LAW: Antitank weapons in the TOP Assistant editor Dale A. Donovan SECRET/S.I. game. The Making of a Monster Matthew Iden Art director 16 If ya wanna play an orc, ya gotta think like an orc. Larry W. Smith Care For a Drink? David W. Montgomery and Jim Milner 20 It can break a siege, end a drought, slay your enemies, and water Production staff your garden. What is it? Gaye OKeefe Angelika Lokotz Tracey Zamagne The MARVEL®-Phile Steven E. Schend 31 Chris Powell needed an edge against crime. He got itand how! Subscriptions The Role of Books John C. Bunnell Janet L. Winters 34 The woman who outsmarted Sherlock Holmes takes on her own murder-mystery adventure. U.S. advertising Roseann Schnering The Voyage of the Princess Ark Bruce A. Heard 39 They dont call it the Savage Coast for nothing. U.K. correspondent The Nature of the Beast Zoe Bell Hurst and U.K. advertising 48 A dozen people have a dozen ways to paint a griffon.
    [Show full text]
  • Tsr-92Catalog.Pdf
    DUNGEONS I DRAGONS® GAME TSR#1070 $20.00; CAN $25.50; £14.99 U.K. Inc. VAT On sale now. The world's best adventure game. This is where it starts! HAUNTED TOWER ADVENTURE PACK TSR #1081 $16.95; CAN $20.50; £11.99 U.K. Inc. VAT On sale in October. On sale in October. We dare you to explore this first-ever D&D"' novel is packed haunted castle. It's filled with with action and excitement! ghosts, mummies and vampires. DUNGEONS & DRAGONS , GAME SWORD AND SHIELD TSR#9387 CHARACTER AND $6.95; CAN $8.50; £4.50 U.K. MONSTER On sale in September. ASSORTMENT PACK WRATH OF THE A one-on-one adventure for TSR#9363 IMMORTALS the new D&D" game. Sword and Shield pits one DM $8.95; CAN $10.95; TSR#1082 against one player in a quest £6.99 U.K. Inc. VAT $20.00; to defeat the Black Knight. On sale in CAN $24.00; January 1993. £11 .99 U.K. Six sheets of 3-D character and On sale in monster stand-ups August. =----~ from our adventure Mighty powers collide in an packs. Ever run short of earth-shattering, champion- level adventure. HWR3, THE goblin pieces? MILENIAN AC1010, THE EMPIRE POOR WIZARD'S TSR#9384 ALMANAC $10.95; PC4, TSR#9372 CAN $13.50; NIGHT $8.95; CAN $10.95; £6.99 U.K. HOWLERS £5.99 U.K. HWQ1, THE MILENIAN On sale in TSR#9368 On sale in September. ~,.-,-..,..--.,...-----,~ $10.95; November. SCEPTER Travel the In addition to CAN $13.50; TSR#9378 lands of the tiiL-L..:...:;;;..;.;;;;;.;...:.::~IIIll geographic, Milenian £6.99 U.K.
    [Show full text]
  • Generic 3.5Th Edition D&D
    Generic 3.5th Edition D&D JumpChain CYOA v0.2a By DataPacRat "In a ten foot by ten foot room, you see an orc guarding a chest..." You know the drill by now; you're given 1,000 Character Points, and will be staying here for ten ​ ​ years. If you don't have any 3.5 D&D books handy, you can use the open-source System Reference Documents, available at http://www.d20srd.org/index.htm . ​ ​ Any fractional costs are rounded up to the next-highest CP. The DM's House-Rules: Sourcebooks: In most D&D games, the DM has ​ certain kinds of stories they want to tell. Throwing Eberron magic-trains into Krynn kind of derails that. And putting together ridiculous combinations of feats and prestige classes to achieve absurdly overpowered results makes things even harder. So, in most D&D games, a limited number of books are used to build your characters and settings. Here, you can buy one, some or all of these options, once or several times: ● Free: Core: the DMG, PHB, and Monster ​ Manual; and/or the SRD. ● Free: One Setting: One particular ​ setting's line of books, which has 3.5e material published by WotC. ● 50: Non-Core: WotC's generic books, ​ such as Complete Scoundrel. This includes the Epic Handbook (except for Epic Spellcasting). ● 100: Canon-esque: WotC-published but not ​ quite canon: Dragon Magazine and 3.0 edition books. ● 100: Another Setting: With 3.5e material ​ published by WotC: Forgotten Realms, Dragonlance, Ravenloft, Eberron, Planescape, etc. ● 50: Splatbook: Any single third-party ​ 3.5e-compatible book.
    [Show full text]