FEATS LIST These Are the Standard Feats That Can Be Trained in Whilst “Out in the Field”

Total Page:16

File Type:pdf, Size:1020Kb

FEATS LIST These Are the Standard Feats That Can Be Trained in Whilst “Out in the Field” FEATS LIST These are the Standard Feats that can be trained in whilst “Out in the Field”. Additional Feats may be available to be taught in towns, villages and other locations (feats learnt in these places will require 1 week of training), Pls see details in respective places. When aquiring Feats all prerequisites must be met. The information here is cut down due to space, ie the “flavor” text has been removed. Once a Feat is aquired its full description will be added to your character sheet. Any questions pls message the GM. General Name Source Prerequisite Benefit Arcane Schooling PGtF Meet regional requirement 1. Choose one arcane class. This class becomes an additional favored class. [Regional] Character level 1st 2. Activate spell trigger items as if you had one level in that class. No other regional feat Special: Forgotten Realms regions: - Deep Imaskari (Underdark [Deep Imaskar]) - Human (Chessenta, the Golden Water, Halruaa, Lantan, Mulhorand, Nimbral, Unther, the Wizards' Reach) - Planetouched (Calimshan) Diverse Background RoD Race: any half-human 1. You gain another favored class. [Racial] Draw from the Land PGtF Meet regional requirement 1. You recover 2 hp and ability points per day of light activity, or 4 hp and [Regional] UE Character level 1st ability points per day of complete rest (this stacks with the Heal skill's use). No other regional feat 2. You gain +10 on Con checks to avoid nonlethal damage from hunger or thirst. You require half as much sleep as normal (but still full mental rest to regain spell slots). Special: These bonuses are automatic when in Rashemen; outside those lands, you must make a Concentration check (DC 10 + 2/100 miles from the Rashemi border); if you fail, you cannot make another attempt for 24 hours. Special: Forgotten Realms regions: - Human (Rashemen) Far Horizons RoD Cleric level 1st 1. Climb, Jump, and Swim are cleric class skills for you. [Initiate] Patron deity Fharlanghn 2. You always know where north is (if 'north' exists in your environment). 3. Gain bonus spells (see source). Kiai Shout CW Cha 13 1. Make a kiai shout 3/day as a standard action. Enemies within 30' with BAB +1 fewer HD or levels than you who hear this must make saves (Will, DC Cha) or be shaken for 1d6 rounds. Kiai Shout, Greater CW Cha 13 1. When you use Kiai Shout, enemies who fail their save are panicked for BAB +9 2d6 rounds. Kiai Shout Leadership SRD -- 1. Attract cohorts and followers. See source for details. Mercantile Background PGtF Meet regional requirement 1. Sell weapons, magical items, or other adventuring goods at 75% of the list [Regional] Character level 1st price. No other regional feat 2. 1/month, buy any item at a 25% discount. 3. You gain 300 extra gold pieces at character creation. Special: Forgotten Realms regions: - Dwarf (the Sword Coast, Underdark [Darklands]) - Gnome (Lantan, Underdark [Northdark]) - Halfling (Amn) - Human (Amn, Lantan, Sembia, Shou Expatriate, Tashalar, Tharsult, Thesk, Turmish, the Vast, Waterdeep) Thunder Twin PGtF Meet regional requirement 1. +2 on Diplomacy and Intimidate. [Regional] Character level 1st 2. You have a twin brother or sister, identical or fraternal. If your twin is No other regional feat alive and on the same plane, make a DC 12 Wis check to sense his/her direction. If successful, take a move action to sense his/her direction at any time within the next hour. Special: Forgotten Realms regions: Name Source Prerequisite Benefit - Dwarf (the Galena Mountains, the Great Rift, the Smoking Mountains, the Spine of the World, the Sword Coast, Underdark [Old Shanatar], Waterdeep) Tireless PGtF Meet regional requirement 1. Effects or conditions that normally make you exhausted make you fatigued [Regional] Character level 1st instead. Effects or conditions that make you fatigued are ignored. No other regional feat Special: Forgotten Realms regions: - Dwarf (the Galena Mountains, the Sword Coast, Underdark [Old Shanatar]) - Human (the Hordelands, the Ride, Thindol, Vaasa) - Lizardfolk (Surkh) - Orc (the Hordelands) - Thri-Keen (the Shaar) - Wemic (the Shaar) Combat, General Name Source Prerequisite Benefit Arcane Strike CW BAB +4 1. Sacrifice a spell of at least 1st level to gain an attack bonus (with a melee Ability to cast 3rd level or natural weapon or unarmed strike) equal to the spell's level, and arcane spells +1d4/spell level damage, until your next turn. Arterial Strike CW BAB +4 1. Forgo 1 die of sneak attack damage to cause 1 point of damage/round Sneak Attack +1d6 until the target receives a DC 15 Heal check or magical healing. Multiple strikes stack, but only once per round. Blind-Fight SRD -- 1. If your melee attack fails due to concealment, reroll once. [Fighter] 2. Retain Dex bonus to AC against invisible opponents. 3. Invisible opponents do not gain a bonus when attacking you in melee. 4. Move 3/4ths your speed when in darkness or areas of poor visibility. Special: This feat does not affect opponents who are the subject of a blink spell. Blooded PGtF Meet regional requirement 1. +2 on Initiative. [Regional] Character level 1st 2. +2 on Spot. No other regional feat 3. Cannot be shaken, but can be frightened or panicked. Special: Forgotten Realms regions: - Centaur (the Plateau of Thay) - Dwarf (Underdark [Earthroot]) - Elf (Cormanthor Drow, the Inner Sea, Menzoberranyr, the Outer Sea) - Gnoll (the Plateau of Thay) - Grimlock (Underdark [Reeshov]) - Halfling (the Chondalwood) - Human (the Dalelands, the Nelanther Isles, Silverymoon, Swagdar, Tethyr) - Lizardfolk (Rethild) - Orc (Underdark [Northdark], Vaasa) Critical, Improved SRD BAB +8 1. Double the threat range for the selected weapon. [Fighter] Proficient with selected weapon. Critical, Power CW BAB +4 1. With the selected weapon, gain a +4 bonus to confirm a critical threat. [Fighter] Weapon Focus (selected Special: You may take this feat multiple times; if it is for the same weapon, weapon) the effects stack. Destiny, Heroic RoD Race: human or any half- 1. 1/day, before any attack, check, or save, you may add +1d6 to the roll. [Racial] human Divine Might CW Str 13 1. As a free action, spend 1 turn/rebuke undead attempt to add your Cha [Divine] Ability to turn or rebuke bonus to weapon damage for 1 round. undead Power Attack Dread Tyranny RoD Str 13 1. Intimidate is a cleric class skill for you, and you add your Str bonus to [Initiate] Cleric level 3rd your skill modifier. Name Source Prerequisite Benefit Patron deity Hextor 2. With a lethal weapon, your attack penalty is 2 less than normal to deal nonlethal damage. 3. Gain bonus spells (see source). Dreadful Wrath PGtF Meet regional requirement 1. Gain frightful presence ability (as an extraordinary morale effect) when [Regional] Character level 1st you charge, make a full attack, or cast a spell that targets or includes an No other regional feat enemy. Enemies within 20' must save (Will, DC Cha) or be shaken for 1 minute. Those exposed to this effect are immune to it for 24 hours. Special: Forgotten Realms regions: - Human (Rashemen) - Kuo-toa (Underdark [Sloopdilmonpolop]) - Planetouched (Impiltur, the Silver Marches, Thay, the Western Heartlands) Foe Hunter PGtF Meet regional requirement 1. You gain a favored enemy, as the ranger ability, except that your enemy [Regional] Character level 1st is determined by your region of origin (see source). If you are a ranger, this No other regional feat ability stacks if it targets the same enemy. Special: Forgotten Realms regions: - Dwarf (the Galena Mountains, the Spine of the World) - Half-elf (the Dragon Coast) - Halfling (the North) - Human (Chult, Cormyr, Impiltur, the Moonsea, the North, Samarach, Tashalar, Thindol) Formation Expert CW BAB +6 1. Lock Shields: If you have allies on either side and you are all using [Fighter] [Tactical] shields, gain +1 AC. 2. Step into the Breach: If you are within 1 move action of an ally who falls in combat, and allies are in every square between you and the fallen ally, you may immediately spend a move action to step into the fallen ally's square. 3. Wall of Polearms: If you are using a shortspear, longspear, glaive, guisarme, halberd, or ranseur, and allies on each side using the same weapon you are, gain +2 on attack. Improved Favored Enemy (2) CW BAB +5 1. +3 damage vs. favored enemies. Favored enemy ability Improved Feint SRD Int 13 1. Using Bluff to feint is now a move action. [Fighter] Combat Expertise Improved Initiative SRD -- 1. +4 on Initiative. [Fighter] Pious Soul CD Knowledge (religion) 2 ranks 1. Spend 1 faith point to add +1d6 to a d20 roll on an attack, save, or check. You may spend more than 1 at a time in this way. Special: This feat gives you 4 faith points. You gain more as detailed in the source. Quick Draw SRD BAB +1 1. Draw a weapon as a free action. [Fighter] 2. Draw a hidden weapon as a move action. 3. Attack with thrown weapons at full attack rate. Radiant Fire RoD Cleric level 3rd 1. +2 (insight) on damage rolls against targets with the evil subtype. [Initiate] Patron deity Pelor 2. Gain bonus spells (see source). Stormheart PGtF Meet regional requirement 1. +2 on Balance and Profession (sailor). [Regional] Character level 1st 2. Ignore all hampered movement penalties for fighting on pitching or No other regional feat slippery decks. 3. Gain +1 (dodge) AC while fighting on a ship or boat. Special: Forgotten Realms Regions: - Human (Altumbel, the Dragon Coast, the Lake of Steam, Lapaliiya, the Nelanther Isles, the Sword Coast, Tharsult) Thug PGtF Meet regional requirement 1. +2 on Appraise and Intimidate. [Regional] Character level 1st 2.
Recommended publications
  • Dragon Magazine #182
    Issue #182 Vol. XVII, No. 1 SPECIAL ATTRACTIONS Dragons: the lords of fantasy June 1992 9 Our annual tribute to our namesakeslong may they live! Publisher Not Cheaper by the Dozen Spike Y. Jones James M. Ward 10 Twelve of the DRAGONLANCE® sagas most egg-citing creations. Editor The Vikings' Dragons Jean Rabe Roger E. Moore 17 Linnorms: the first of a two-part series on the Norse dragons. The Dragons Bestiary Gregory Detwiler Associate editor 25 unhealthy branches of the dragon family tree. Dale A. Donovan Fiction editor F ICTION Barbara G. Young The Dragonbone Flute fiction by Lois Tilton Editorial assistant 84 He was a shepherd who loved musicbut he loved his audience more. Wolfgang H. Baur Art director R EVIEWS Larry W. Smith The Role of Computers Hartley, Patricia, and Kirk Lesser 55 From Mars to the stars: two high-powered science-fiction games. Production staff Gaye O'Keefe Angelika Lokotz Role-playing Reviews Lester Smith Tracey Zamagne Mary Roath 96 Now you can be the smallest of creatures or the most powerful. Through the Looking Glass Robert Bigelow Subscriptions\t 112 A collection of draconic wonders, for gaming or display. Janet L. Winters U.S. advertising O THER FEATURES Roseann Schnering Novel Ideas James Lowder 34 Two new horrific novels, spawned in the mists of Ravenloft. U.K. correspondent The Voyage of the Princess Ark Bruce A. Heard and U.K. advertising 41 This month, the readers questions take center stage. Bronwen Livermore The Wild, Wild World of Dice Michael J. DAlfonsi 45 Okay, so how many six-sided dice do you own? Kings of the Caravans Ed Greenwood 48 A land like the Forgotten Realms requires tough merchants! Dragonslayers on the Screen Dorothy Slama 62 Some handy guidelines for letting your computer be your DM.
    [Show full text]
  • Dragons of Faerûn Spreadsheet
    Dragon CR Status Gender (Class) Age Kind Lair / Domain Details / Fate Source Aaronarra 19 Living Male old copper W High Moor Elminster's Ecologies: The High Moor 28 Adamarondor 24 Living Male ancient gold Wanders (steed of the Polyhedron #108 6 Magister) Aeglyl Dreadclaw 15 Living Male old fang Cormyr Elminster's Daughter 337 Aerihykloarara — Dead Female old white Unknown Slain by Kauth Dragon #244 57 Aerosclughpalar, 26 Living Male druid 11 old gold Tall Trees, High Forest The Savage Frontier 8, Mintiper's "Gildenfire" (Mielikki) Chapbook, Champions of Valor 78 Aghazstamn — Disembodied Male wyrm blue Unknown Slain by Shandril Cult of the Dragon 24, 26 dracolich Shessair Agoshyrvor, "The — Dead Male young green Cormanthor Fall of Myth Drannor 31 Verdant" Agrelia 15 Living Female adult silver Chondalwood, Chondath Swords of the Iron Legion 36 Agyrtclughwaur — Dead Female wyrm green Forest of Wyrms Serpent Kingdoms 105 Alaerurrgos 3 Living Female wyrmling bronze The Wealdath, Tethyr Lands of Intrigue: Amn 53 Alasklerbanbastos, the 28 Dracolich Male great blue Dragonback Mountain, Code of the Harpers 37, Cult of the "Great Bone Wyrm" wyrm Riders in the Sky Mountains Dragon 53, Lost Empires of Faerun 62, 63 Alglaudyx — Destroyed Male wyrm black The North Code of the Harpers 27, Cult of the dracolich Dragon 26 Alhazmabad 23 Living Male wyrm copper Lurath, Pirate Isles Pirates of the Fallen Stars 63 Alrue Crownshield 13 Living Female adult song The Wyrmworks, Dragon #322 85 Silverymoon Altagos 10 Living Male young brown Wyrmwell, Starspire
    [Show full text]
  • Dragon Magazine #228
    Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up.
    [Show full text]
  • Cult of the Dragon
    Cult of the Dragon by Dale Donovan And naught will be left save shuttered thrones with no rulers. But the dead dragons shall rule the world entire, and . Sammaster First-Speaker Founder of the Cult of the Dragon Dedication To my mother and my father, who always encouraged me, no matter how seemingly strange my interests may have appeared. Thanks to you both I had the chance to pursueand obtainmy dream. While it may seem curious to dedicate a book about a bunch of psycho cultists to ones parents, I figured that, of all people, you two would understand. Credits Design: Dale Donovan Additional and Original Design: L. Richard Baker III, Eric L. Boyd, Timothy B. Brown, Monte Cook, Nigel Findley, Ed Greenwood, Lenard Lakofka, David Kelman, Bill Muhlhausen, Robert S. Mullin, Bruce Nesmith, Jeffrey Pettengill, Jon Pickens, and James M. Ward Development & Editing: Julia Martin Cover Illustration: Clyde Caldwell Interior Illustrations: Glen Michael Angus Art Direction: Dana Knutson and Dawn Murin Typesetting: Angelika Lokotz Research, Inspiration, & Additional Contributions: Robert L. Nichols & Craig Sefton Special Acknowledgment: Gregory Detwiler, Ed Greenwood, Jamie Nossal, Cindy Rick, Carl Sargent, Steven Schend, and the stories of Clark Ashton Smith & Edgar Allan Poe Campaign setting based on the original game world of Ed Greenwood. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, PLAYERS OPTION, and the TSR logo are registered trademarks owned by TSR, Inc. COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, and MONSTROUS MANUAL are trademarks owned by TSR, Inc.
    [Show full text]
  • Dragon #366.Pdf
    ISSU E 366 | AU G U ST 2008 TM A D ungeons® R oleplaying & D ragons Game Supplement Contents FEATURES 5 MITHRENDAIN, CITADEL OF THE FEYWILD By Rodney Thompson 5 The eladrin are some of the least understood creatures in the world, yet their culture is as deep and storied as any. Get a glimpse into an eladrin city with Mithrendain. 17 WISH UPON A STAR By Bruce R. Cordell Warlocks are a mysterious bunch, but few are as misunderstood as those of the Star Pact. 26 RITUALLY SPEAKING 26 By Peter Schaefer What caster wouldn’t want more rituals? Dig into this feature and discover a number of new ritual options. 34 TRAPPED! By Matthew Sernett What dungeon doesn’t need a good trap or three? In addition to new traps, check out the advice and information on using traps in your game. 34 41 ROSE KEEP: A RED WIZARD ENCLAVE By Bruce R. Cordell The Red Wizards were once a highly coordinated group, but those days are gone. Look inside one of the new Red Wizard enclaves here. 50 GONTAL 41 By Bruce R. Cordell and Ed Greenwood COLUMNS The Realms of 4th Edition have new life this month. The region of Gontal, previously unexplored, is detailed here. 53 CHARACTERS OF WAR 4 EDITORIAL By David Noonan Looking to start up your Scales of War 78 DESIGN & DEVELOPMENT: THE 100 YEAR LEAP campaign? Consider offering these backgrounds By Phil Athens and Bruce R. Cordell to your players for their new characters. Phil and Bruce discuss the philosophy behind the 53 Forgotten Realms timeline shift, as well as other critical 63 THE BLOODGHOST SYNDICATE decisions regarding the new Realms.
    [Show full text]
  • 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.
    [Show full text]
  • Bestiary of the Realms: Volume 2
    Bestiary of the Realms: Volume 2 by Thomas M. Costa and Eric L. Boyd Art by Noëlle Triaureau Editorial assistance from Joe “Warlockco” Weber A NOTE FROM THE AUTHORS Welcome to volume two of the Bestiary of the Realms. As this is our second volume, you’ll find several score new or converted monsters, as well as a few different interpretations of monsters that have already been converted. A word of caution, just as many official 3E and 3.5E monsters did not slavishly follow earlier write-ups of those monsters, neither do the monsters herein. Instead, we did our best to consider all sources, hopefully make full and creative use of the 3.5E rules (including non-core WotC books), and in many cases add a little bit here and there to many of the monsters, even if it was in only adding or updating their Realms lore. A few have even been renamed. One last note, we’ve done our best to include source references for all things where appropriate, except those found in the three core rulebooks or Expanded Psionics Handbook. Until then, Sword High! – Thomas M. Costa and Eric L. Boyd ABOUT THE AUTHORS Thomas M. Costa is a senior analyst with the Government Accountability Office. He has been a contributor to several Wizards of the Coast products including Demihuman Deities and Races of Faerûn, and is the author of several Dragon Magazine and Wizards of the Coast website articles. He can be reached at [email protected]. Eric L. Boyd is a software designer and freelance game designer.
    [Show full text]
  • The Prospect
    DALE1-1 The Prospect A Dungeons & Dragons® Living Forgotten Realms Adventure By Pierre van Rooden Reviewed by Pieter Sleijpen and Colleen Simpson Playtested by Kevin Carter, Freek Giele, Ian Thomas Hardin, Arjen Laan, Chad LaMontagne, Nina Moelker, Ward van Oosterum, Andy Scholman, Larry Snodgrass, Chris Taylor The Fall of Stars is the most famous adventurers’ club in Faerûn. Who can say no when offered membership in the Stellar Fellowship, for a mere errand? But of course, things are never that simple. A Living Forgotten Realms adventure set in the Dalelands for characters levels 1-4. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Andy Collins, Rob Heinsoo, and James Wyatt. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. 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, Inc.
    [Show full text]
  • Sample File CREDITS
    Sample file CREDITS Author: Brian Hamilton Template: Simple Microsoft Word Template by Laura Hirsbrunner Interior Illustrators: Ivan Aivazovsky, Robert Smith Maps and Map Objects: Inkarnate Stock Art: Pixabay, Wizards of the Coast 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 Brian Hamilton and published under the Community Content Agreement for Dungeon Masters Guild. 1 Marlgate .................................................................................. 15 TABLE OF CONTENTS The Plume ............................................................................... 15 Pyraculum ............................................................................... 15 Credits .................................................................................... 1 Rookery ................................................................................... 15 Gathering Information .............................................................. 15 Table of Contents.................................................................. 2 Travel ............................................................................................
    [Show full text]
  • 128 Map & Handout Supplement Produced by Paizo Publishing, Llc
    #128 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM Joachim Barrum THE CHAMPION’S BELT by Tito Leati The Champion’s Games are here! Gladiators from around the world converge in the Free City! Yet this year, something dire festers in the arena’s foundations, for its director plots one of the final omens heralding the Age of Worms. An Age of Worms Adventure Path sce- nario for 9th-level characters. Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 1 DUNGEON 128 Supplement Celeste Ekaym Smallcask Eva Widermann Eva Widermann Loris Raknian Okoral Eva Widermann Eva Widermann Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 2 DUNGEON 128 Supplement Bozal Zahol Froghemoth Eva Widermann Eva Widermann Steve Prescott Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 3 DUNGEON 128 Supplement Robert Lazzaretti Robert Lazzaretti Robert Lazzaretti Robert Lazzaretti Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 4 DUNGEON 128 Supplement Robert Lazzaretti Robert Lazzaretti Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 5 DUNGEON 128 Supplement Robert Lazzaretti Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 6 DUNGEON 128 Supplement Robert Lazzaretti Dungeon #128 Map & Handout Supplement © 2005 Wizards of the Coast, Inc.
    [Show full text]
  • Dragon Magazine
    DRAGON 1 Publisher: Mike Cook Editor-in-Chief: Kim Mohan Shorter and stronger Editorial staff: Marilyn Favaro Roger Raupp If this isnt one of the first places you Patrick L. Price turn to when a new issue comes out, you Mary Kirchoff may have already noticed that TSR, Inc. Roger Moore Vol. VIII, No. 2 August 1983 Business manager: Mary Parkinson has a new name shorter and more Office staff: Sharon Walton accurate, since TSR is more than a SPECIAL ATTRACTION Mary Cossman hobby-gaming company. The name Layout designer: Kristine L. Bartyzel change is the most immediately visible The DRAGON® magazine index . 45 Contributing editor: Ed Greenwood effect of several changes the company has Covering more than seven years National advertising representative: undergone lately. in the space of six pages Robert Dewey To the limit of this space, heres some 1409 Pebblecreek Glenview IL 60025 information about the changes, mostly Phone (312)998-6237 expressed in terms of how I think they OTHER FEATURES will affect the audience we reach. For a This issues contributing artists: specific answer to that, see the notice Clyde Caldwell Phil Foglio across the bottom of page 4: Ares maga- The ecology of the beholder . 6 Roger Raupp Mary Hanson- Jeff Easley Roberts zine and DRAGON® magazine are going The Nine Hells, Part II . 22 Dave Trampier Edward B. Wagner to stay out of each others turf from now From Malbolge through Nessus Larry Elmore on, giving the readers of each magazine more of what they read it for. Saved by the cavalry! . 56 DRAGON Magazine (ISSN 0279-6848) is pub- I mention that change here as an lished monthly for a subscription price of $24 per example of what has happened, some- Army in BOOT HILL® game terms year by Dragon Publishing, a division of TSR, Inc.
    [Show full text]
  • Noble Houses of Waterdeep P R Ovides a T H O R Ough and up -T O -Date Bre a K D Own of Wa T E R- NOBLE HOUSES D E E P’S Most Import a N T Nobility
    City of Splendors: Waterdeep p rovides the most in- depth description to date of the famed city of Wa t e r- deep in the FORGOTTEN REALMS Campaign Setting. The book also offers four new prestige classes appro p r i a t e for re s i d e nts of Wa t e rd e e p, plus a variety of new feats, monsters, and magic items. Noble Houses of Waterdeep p r ovides a t h o r ough and up -t o -date bre a k d own of Wa t e r- NOBLE HOUSES d e e p’s most import a n t nobility. T he nobles OF WATERDEEP detailed he re do not rule the Wa t e rdeep re g i o n, but they do own much of the surrounding coun- A Web Enhancement for t r yside. For more information on these noble houses and their influence on the city, see City of City of Splendors: Waterdeep S p l e n d o r s: W a t e r d e e p. As always, feel free to adapt the material pre- s e nted he re as you see fit to make it work with yo u r CREDITS c a m p a i g n . Design: Eric L. Boyd Editing: Penny Williams PREPARATION Typesetting: Nancy Walker You (the DM) need the D&D core ru l e b o o k s —t he Design Manager: Christopher Perkins Player’s Handbook, t he Dungeon Master’s Guide, Web Production Bart Carroll and the Monster Manual—as well as City of Web Development: Mark A.
    [Show full text]