A Guide to Fantasy Europe in the Mystic Weirdness of 1650, There Is Relative Peace

Total Page:16

File Type:pdf, Size:1020Kb

A Guide to Fantasy Europe in the Mystic Weirdness of 1650, There Is Relative Peace A Guide to Fantasy Europe In the mystic weirdness of 1650, there is relative peace. The Thirty Years' War came to a close when Scandinavia was swallowed in Ragnarok, leaving the Hapsburg's Holy Roman Empire the nominal victors, though their lands lie in ruin. Prussia has rapidly reunited the remnants of the Hapsburg Empire, their armies rendered nigh invincible by their careful distribution of lycanthropy among their ranks. Spain lost many soldiers in the war, costing the King Philip the throne when a champion of the people, one Don Quixote, led a bloodless coup. While France's gold reserves and manpower were damaged in the war, they have largely resumed their usual baguette-baking and general elfishness. Italy remains a barren wasteland, haunted by the ghosts of the victims of the Spellplague, Senatus Populusque Romanus' last effort to push back the Huns' centaur hordes. The Vatican stands as a beacon against the restless dead, where the Pope and his greatest Cardinals research and pray tirelessly to undo the damage of the last Emperor. Meanwhile, Saint Andrew Bobola, the Polish missionary and “hunter of souls” leads the Jesuit Order in its crusade against the festering dead within Rome, securing a single main road out to the sea by which supplies and volunteers for the 10th Crusade. Britain remained relatively uninvolved in the War, but there is trouble at home. The bloody tyrant Queen Morgan du Lac's extended life came to an end twenty years ago, leading to the current splintering of the United Kingdom. The barbarians of Scotland are gradually being unified under a cadre of necromancers, while the war drums of the Welsh beastmen can be heard to the west. Ireland has been unusually quiet, which is rarely a good thing. Chapter 1: General Changes Characteristic Changes Talent Changes Skill Changes Chapter 2: Character Creation Races Human Wood Elf High Elf Dwarf Halfling Orc Backgrounds Aristocracy/Bourgeoisie Constabulary Ministry Outcast Paladin Order Privateer Royal Army Royal Navy Royal Sorcerer’s Academy Savery’s Service Roles Assassin Crusader Demagogue Doctor/Scientist Gunslinger Mystic Penitent Sage Seeker Warrior Chapter 3: Magic Appendix A Common Lores Scholastic Lores Forbidden Lores Trades Chapter 1: General Changes Characteristic Changes ● The Aptitudes for increasing Willpower are now Willpower+Psyker or Willpower+Defense Talent Changes ● Two new Talents for bows ○ Swift Shot: Gives bows Burst (2). Tier Two, BS/Finesse ○ Singing String: Gives Bows Full Auto (3). Tier Three, BS/Finesse ● Weapon Trainings have new categories ○ Melee: Standard melee weaponry, swords, shields, staves, axes, thrown weapons, etc ○ Primitive Ranged: Bows and crossbows ○ Solid Projectile: Things that use balls or bullets, muskets, flintlocks, revolvers, rifles,etc ○ There may be additional more exotic Weapon Trainings if the PCs gain access to more advanced or strange technology ● The Mechanicus Implants trait is replaced with the Implant Compatible Talent ○ Implant Compatible: Your mind and body are prepared to accept cybernetics ■ Tier 1 Talent, General+Tech Aptitudes Skill Changes ● The Aptitudes for Security are now Intelligence+Fieldcraft rather than Intelligence+Tech ● A list of new Lore and Trade categories are listed in Appendix A Chapter 2: Character Creation Character creation is much the same as baseline Dark Heresy 2e. Races To represent the more heroic nature of characters, Characteristics begin at 25+2d10. Races replace Homeworlds. Note that NPCs of a given Race may not have all the traits that a heroic PC has. Races with a + to a Characteristic roll 25+3d10kh2. Races with a - to a Characteristic roll 25+3d10kl2. Races with a ++ to a Characteristic roll 25+4d10kh2. Human ● + to any one Characteristic ● Aptitude in any one Characteristic ● 10+2*TB Wounds ● 4 Fate Points ● Renaissance Men: Humans may select any one Linguistics and 3 Trades or Lores to be Trained in. Wood Elf ● +Agi, +Per, -T ● Agility Aptitude ● 10+2*TB Wounds ● 3 Fate Points ● Masters of the Forests: Wood Elves have the talents Constant Vigilance (Per) and Keen Intuition. High Elf ● +Int, +WP, -T ● Willpower Aptitude ● 9+2*TB Wounds ● 3 Fate Points ● Ley-Attunement: High Elves have Psyniscience at Trained, as well as the talent Warp Sense. Dwarf ● +T, +WP, -Agi ● Toughness Aptitude ● 11+2*TB Wounds ● 3 Fate Points ● Runeblood: Dwarves are incapable of using sorcery, but gain the talents Resistance (Magic) and Strong Minded. Halfling ● +Agi, +Fel, -S ● Agility Aptitude ● 8+2*TB Wounds ● 3 Fate Points ● Heart of the Wee-Folk: Halflings have the trait Size-Scrawny (-10 to be hit, +10 Stealth, -1 Movement), as well as the talent Jaded and the skill Trade (Cook). Orc ● ++Str, ++T, -Agi, -Int, -Fel ● Strength Aptitude ● 14+2*TB Wounds ● 3 Fate Points ● Green is Best: Orcs have the talents True Grit, Hardy, and Iron Jaw. Backgrounds Backgrounds are essentially the same as in Dark Heresy 2e, renamed to fit the setting and with small tweaks. Aristocracy/Bourgeoisie You are a member of the educated elite. ● Skills: Commerce/Medicae, Common Lore (Government), Linguistics (Latin, French), Logic, Scholastic Lore (Any) ● Talents: Weapon Training (SP, Crossbows) ● Equipment: 2 Flintlock pistols, robes, writing tools, med kit ● Well Connected: All items count as 10% cheaper for you. If the campaign is not tracking currency, at least you still get to lord over the commoners. ● Aptitudes: Knowledge or Social Constabulary You are a member of a police force of some kind. ● Skills: Awareness, Common Lore (Police, Underworld), Inquiry/Interrogation, Intimidate, Scrutiny ● Talents: Weapon Training (Melee, SP, Crossbows) ● Equipment: Blunderbuss, flintlock pistol, gambeson, leathers, mace ● Face of the Law: Spend a Fate point to automatically pass any Intimidate or Interrogate check. You can also substitute your WP bonus for DoS on any successful Intimidate or Interrogate check. ● Aptitudes: Offense or Defense Ministry You are a member of a religious organization, most likely a branch of Christianity. ● Skills: Charm, Command, Common Lore (Church), Inquiry/Scrutiny, Linguistics (Latin) ● Talents: Weapon Training (Melee, SP) ● Equipment: Warhammer, flintlock pistol, robes ● Faith Is All: Whenever you spend a Fate point to gain a +10 on a test, gain an additional +10. ● Aptitudes: Leadership or Social Outcast You are a member of a land-based military organization, most likely the Royal Army. ● Skills: Acrobatics/Sleight of Hand, Common Lore (Underworld), Deceive, Dodge, Stealth ● Talents: Weapon Training (Melee, SP) ● Equipment: Flintlock pistol, axe/sword, leathers ● Sterner Stuff: Add 2 to your Fatigue Threshold. ● Aptitudes: Fieldcraft or Social Paladin Order You are a member of a militant branch of a religious organization. ● Skills: Athletics, Charm or Intimidate, Common Lore (Paladin Order), Linguistics (Latin), Medicae or Parry ● Talents: Weapon Training (Melee, Primitive Ranged, SP) ● Equipment: Warhammer or Great Sword or Mace and Shield or Rapier, Crossbow or Hand Crossbow or Flintlock Pistol, Chainmail Shirt or Leather Jacket, Blessed Torch ● Incorruptible: Whenever the character would gain Corruption, they instead gain Insanity and reduce the points by 1. ● Aptitudes: Offence or Social Privateer You are a member of a naval organization, most likely the Royal Navy. ● Skills: Charm/Scrutiny, Commerce, Common Lore (Navy), Linguistics (Pick), Operate (Sea) ● Talents: Weapon Training (Melee, SP) ● Equipment: Blunderbuss or flintlock pistol, gambeson, sword ● Seen the Sights: Privateers gain a language of choice and +10 to resist Fear checks caused by “strange” sources. ● Aptitudes: Finesse or Social Royal Army You are a member of a military organization, most likely a branch of the Royal Military. ● Skills: Athletics, Command, Common Lore (Military), Medicae/Operate(Equine), Navigate (Surface) ● Talents: Weapon Training (Melee, SP) ● Equipment: Rifled musket, 2 flintlock pistols, sword, chainmail ● Might of the Crown: When you deal damage to an enemy who an ally has hit this turn or who has hit an ally this turn, your first attack of the turn gains the Proven (3) trait. ● Aptitudes: Fieldcraft or Leadership Royal Navy You are a member of a naval organization, most likely the Royal Navy. ● Skills: Athletics, Command/Intimidate, Common Lore (Navy), Navigate (Sea), Operate (Sea) ● Talents: Weapon Training (Melee, SP) ● Equipment: Musket, 2 flintlock pistols, axe, gameson, leathers ● Close Quarters Discipline: Naval characters gain an additional DoS on Ballistic skill checks at Point Blank, Half, or melee range. ● Aptitudes: Offence or Tech Royal Sorcerer’s Academy You studied at the Royal Sorcerer’s Academy or other magical education institution. ● Skills: Awareness, Common Lore (Magic), Deceive/Interrogation, Forbidden Lore (Sorcery), Psyniscience/Scrutiny ● Talents: Weapon Training (Melee) ● Equipment: Staff, leathers, focus ● Warding: Your skin is seared with hexagrammic wards. Whenever a psychic phenomena or peril occurs within 10m of you, you can increase or decrease its die roll by your WP bonus. ○ Conditioned Reactions: You have an irrational fear of something strange like bald women, needles or acupuncture, or trios of birds flying overhead. ● Aptitudes: Defense or Psyker Savery’s Service You have worked in Thomas Savery’s Service, inventing cutting-edge technology. ● Skills: Awareness/Operate (Pick), Common Lore (Engineering), Logic, Security, Tech-Use ● Talents: Weapon Training (SP) ● Equipment: Revolver or bolt action rifle, robes, machine oil ● Savery’s Savories:
Recommended publications
  • A Dark Heresy Supplement by C.S. Barnhart -.:: GEOCITIES.Ws
    The K’oTal SySTem The K’otal System A Dark Heresy Supplement By C.S. Barnhart Valkan and related material based on ideas and work by Nolan Allen Featuring the Artwork of: Nolan Allen, Scott Vancil, Dan Mehling, Andrew Best, Michael Zug, Hal Case, Robert Schoolcraft, Bradley K McDevitt, Shane “VShane” Colclough, Scott Xie, Richard Aidley, Luis Peres, H. Haddaway, Richard Spake, Marciej Zagorski. Some Artwork used with permission and provided by: Shaman Stock Art, Octivirate Entertainment, Otherworld Creations Inc, Team Frog Studios, The Forge Studios, Reality Deviant Publications & Postmortem Studios. Maps of K’otal from Landescapes by Keith Curtis of Empty Room Studios Publishing. All rights, trademarks and copyrights of the art in this publication, save for the Warhammer 40,000 Role Play logo remain the property of the artists and companies listed above. Maps of Calixis Sector on pages 10-11 by Darius Hinks, Andy Law and Mark Raynor for Black Industries for original publication in Dark Heresy Core Rules. Used here only for reference and no claims to ownership is intended. Unofficial 1 The K’oTal SySTem SECTION PAGE Introduction 3 Planetary Data 4 K’otal Overview 5 Persons of Note 8 Star Maps 10 Locations of Note 12 K’otal Map 14 K’otal Bestiary 16 New Origins 20 New Alternate Career Ranks 27 Armoury: Valkan Weapons 38 Armoury: Vehicles 40 Armoury: Gear 44 Armoury: Valkan Weapons Chart 45 New Rules: Plains of Ice and Snow 46 New Rules: Starvation and Dehydration 48 New Rules: Exhaustion 48 New Skills 49 Index 50 2 The K’oTal SySTem What is K’otal? In a word, I don’t really know.
    [Show full text]
  • Boomstone Brass Assassin Charis Coral General Russo Inquisitor
    Boomstone Boomstone is a Thunder Golem redesigned around one of the new red magestone golem­brains. The addition created a Thunder Golem who is sentient­­or at least very nearly so. Boomstone has of course heard of Redgear Bowblade and his Steelhands, but he is quite happy blasting things to bits for his Atlantean friends, and sees no reason to stop doing so. Brass Assassin The Brass Assassin is a variation on the Impaling Golem designed for stealthy elimination of key targets. Select implantation of red magestone has increased the initiative shown by the construct, but has left it still far short of sentience. Charis Charis returned to the fold when the Apocalypse Dragon began its rampage, returning to Atlantis in an attempt to save the Empire he realized he still loved. Coral Although her father Dagon succumbed to the lure of the Apocalypse Cult, Coral has remained true to the Atlantean Empire. She is sometimes viewed with suspicion due to her father's frenzied loyalty to the forces of the Apocalypse, but her continued success as a treasure hunter and relic­finder keeps her in favor. General Russo Now that Rayden Marz has taken Prieska, General Russo has been called back to serve as General Volkare's second­in­command in the Imperial Legion. Russo sees the transfer as a demotion, but remains loyal to Jeet Nujarek's regime, determined to excel in his new position and demonstrate his worthiness for promotion once again. Inquisitor In order to ensure the continued loyalty of the Imperial Legion, Emperor Nujarek has embedded picked Inquisitors into each cohort of the Legion.
    [Show full text]
  • Dragon Magazine #205
    Issue #205 Vol. XVIII, No. 12 May 1994 SPECIAL ATTRACTIONS Publisher Secrets abound in the wilderness TSR, Inc. 11 Uncover hidden lore as we spend some time in the great outdoors. Associate Publisher Brian Thomsen The People David Howery Editor-in-Chief 12 Explore a fantasy America-complete with Native Kim Mohan Americans. Associate editor Getting Back to Nature Jon Pickens Dale A. Donovan 26 Improve the distinctive flavor of the druid with these Fiction editor re-aligned spell spheres. Barbara G. Young Arcane Lore Jon Pickens Editorial assistant 34 Add these new (& old) spells to the druids repertoire. Wolfgang H. Baur Art director Larry W. Smith FICTION Production staff Cap Renvoorts Luck Daniel Hood Tracey Isler 76 Making your own luck is a risky proposition. Subscriptions Janet L. Winters REVIEWS U.S. advertising Cindy Rick The Role of Books John C. Bunnell 44 Read this column before Nightfall. DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., PO. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton, Springs Road), Lake Geneva WI 53147, United States Middlesex UB7 7QE, United Kingdom; telephone: of America. The postal address for all materials from 0895-444055. the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is: DRAGON® Magazine, PO. Box mail are as follows: $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.; $36 in U.S. funds for 12 53147, U.S.A.; telephone (414) 248-3625; fax (414) issues sent to an address in Canada; £21 for 12 issues 248-0389.
    [Show full text]
  • Complete Book of Necromancers by Steve Kurtz
    2151 ® ¥DUNGEON MASTER® Rules Supplement Guide The Complete Book of Necromancers By Steve Kurtz ª Table of Contents Introduction Bodily Afflictions How to Use This Book Insanity and Madness Necromancy and the PC Unholy Compulsions What You Will Need Paid In Full Chapter 1: Necromancers Chapter 4: The Dark Art The Standard Necromancer Spell Selection for the Wizard Ability Scores Criminal or Black Necromancy Race Gray or Neutral Necromancy Experience Level Advancement Benign or White Necromancy Spells New Wizard Spells Spell Restrictions 1st-Level Spells Magic Item Restrictions 2nd-Level Spells Proficiencies 3rd-Level Spells New Necromancer Wizard Kits 4th-Level Spells Archetypal Necromancer 5th-Level Spells Anatomist 6th-Level Spells Deathslayer 7th-Level Spells Philosopher 8th-Level Spells Undead Master 9th-Level Spells Other Necromancer Kits Chapter 5: Death Priests Witch Necromantic Priesthoods Ghul Lord The God of the Dead New Nonweapon Proficiencies The Goddess of Murder Anatomy The God of Pestilence Necrology The God of Suffering Netherworld Knowledge The Lord of Undead Spirit Lore Other Priestly Resources Venom Handling Chapter 6: The Priest Sphere Chapter 2: Dark Gifts New Priest Spells Dual-Classed Characters 1st-Level Spells Fighter/Necromancer 2nd-Level Spells Thief / Necromancer 3rd-Level Spells Cleric/Necromancer 4th-Level Spells Psionicist/Necromancer 5th-Level Spells Wild Talents 6th-Level Spells Vile Pacts and Dark Gifts 7th-Level Spells Nonhuman Necromancers Chapter 7: Allies Humanoid Necromancers Apprentices Drow Necromancers
    [Show full text]
  • 1503410996259.Pdf
    Credits Table of Contents Written by WHK (/u/GenuineBelieverer) Introduction - 3 Formatted using The Homebrewery Otherworldly Patrons - 4 Art, in order of appearance: Cover: EdgarGomezArt The Accursed Archive - 4 Accursed Archive: jjcanvas The Ashen Wolf - 7 Ashen Wolf: cobaltplasma Eternal Citadel: noahbradley The Eternal Citadel - 9 Fallen Exile: Aeon-Lux Forbidden Graveyard: Asahisuperdry The Fallen Exile - 11 Gelatinous Convocation: SourShade The Forbidden Graveyard - 13 Gray Portrait: spyders Keeper of the Depths: JJcanvas The Gelatinous Convocation - 15 Perfect Chord: JKRoots Serpent Empress: Candra The Gray Portrait - 17 Shadowcat: MattBarley The Keeper of the Depths - 19 Storm Lord: cobaltplasma Warrior-Saint: mist XG The Perfect Chord - 21 Weaver of Lies: TentaclesandTeeth Wild Huntsman: eronzki999 The Serpent Empress - 23 Huntsman's Hounds: artozi The Shadowcat - 25 Dimcat: Apofiss Emberborn: hibbary The Storm Lord - 27 Harrowing Hawk: GENZOMAN Haunted Crow: Vablo The Warrior-Saint - 29 The Weaver of Lies - 31 Special Thanks metler88 IBananaShake HazeZero GM_Jurek eainmonster The Wild Huntsman - 33 SmilingCatSith Angel_Feather Zurei Finalplayer14 BudderPrime Lasercat77 SwordMeow KonateTheGreat Appendix A: Optional Rules - 37 Pixie1001 Regerem DMsWorkshop TheOldTubaroo yrralldlok2 est1roth PeanutJayGee Primelibrarian The Bargain of the Archivist - 37 TheThievingMick Level9Zubat datspongecake Therval Optional Rules for an Intelligence-based Warlock KamiBarn Longshot-Forrester ApostleO ragebarr The Bargain of the Priest - 37 StxAffliction
    [Show full text]
  • Camp Paign Sourcebook K
    Campaign Sourcebook Version 7.5 21st May, 2007 597 CY Design: Creighton Broadhurst, Jason Bulmahn, David Christ, Steve Conforti, Britt Frey, Craig Hier, John Jenks, Paul Looby, Stephen Radney-MacFarland, Tim Sech, Colleen Simpson, Pieter Sleijpen, and Chris Tulach 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, Rich Baker, and Peter Adkison. This game product contains no Open Game Content. This work may be reproduced for personal use or in its entirety for use at RPGA-sanctioned events. 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.wizards.com/rpga. DUNGEONS & DRAGONS, D&D, DUNGEONS & DRAGONS CAMPAIGNS, DUNGEON MASTER, GREYHAWK, WORLD OF GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON MASTER’S GUIDE, MONSTER MANUAL, the d20 System logo, Wizards of the Coast, and the Wizards of the Coast logo are registered trademarks in the United States and other countries of Wizards of the Coast, Inc. a subsidiary of Hasbro, Inc. This material is protected under the copyright laws of the United States of America. Any use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. © 2007 Wizards of the Coast, Inc.
    [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]
  • Able of Contents
    able Of TContents Dagmarth The Secret Sage of Candlekeep............................................................................................................3 Craggenoch The Pirate Eye.......................................................................................................................................5 Auntie Sneech The Ragamuffin Queen..........................................................................................................................7 Uthramogg the Cognitarch of the Madlands............................................................................................................9 Master Shoolagool The Mindful Eye of Zerth.....................................................................................................................11 Zeggmoth and Idiot Zeggmoth Hideous Surgeon.................................................................................................................................13 Boolagong The Feywild's Dread............................................................................................................................15 Dangerous otherworldly beings with strange appearances and even stranger personalities, Beholders loom large in the fears of adventurers and common folk alike. Whether they lurk in light-less caverns deep below the surface or sit at the center of criminal networks right in the heart of civilization, eye tyrants pose a threat to all sane beings who cross paths with them. In a very real sense they are madness personified, driven
    [Show full text]
  • Dragon Magazine #249
    HISTORICAL FANTASY Issue # 249 Volume XXIII, NO. 2 July 1998 Seeds of Evil James Wyatt Combining the historical AD&D® supplements with the Masque of the Red Death campaign for a legacy of terror. 26 66 Wyrms of the North Ed Greenwood The guile and subtlety of a drow lurks behind the Below the Tomb of Horrors smile of The Dark Lady. Bruce R. Cordell 76 Giants in the Earth New terrors to add to the classic AD&D module J. Gregory Keyes New legends from or any cryptic dungeon in your campaign. the World of the Waterborn. 38 82 Bazaar of the Bizarre Jeffrey Mendoza Before your next Sixguns and Sesheyans trek, shop at A Travelers Emporium. 90 Arcane Lore Rich Baker Ed Bonny Discover the dire powers of ® Back to the future with ALTERNITY game rules The Lost Spellbook of Rary the Traitor. for Old West firearms, plus guidelines for creating your own Weird West campaign. 98 Dungeon Mastery Holly Ingraham Learn the vocabulary 48 of the Underdark in Deep Meanings. Fiction Wakes the Narrow Forest The Wyrms Turn . 4 J. Gregory Keyes D-MAIL .................... 6 The ghost of his father compels Fool Wolf FORUM ...................... 10 to visit giant country. SAGE ADVICE ................. 18 58 OUT OF CHARACTER ........... 24 BOOKWYRMS ................. 72 CONVENTION CALENDAR ........ 102 DRAGONMIRTH .............. 104 KNIGHTS OF THE DINNER TABLE . 106 ROLEPLAYING REVIEWS ......... 108 GAME PREVIEWS ............... 114 PROFILES .................... 120 Publisher Wendy Noritake Executive Editor Pierce Watters Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Production Manager John Dunn Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha ® Michael Roele falls before the might of the dread Gorgon in this months cover by BIRTHRIGHT campaign artist Tony Szczudlo.
    [Show full text]
  • 3724-Sample.Pdf
    Sample file CREDITS DESIGNERS ART DIRECTOR D&D JAMES WYATT, ARI MARMELL, C.A. SULEIMAN KARIN JAQUES DEVELOPMENT TEAM COVER ARTIST MIKE DONAIS, STEPHEN SCHUBERT, DAVID HUDNUT ROB WATKINS INTERIOR ARTISTS DAARKEN, WAYNE ENGLAND, RANDY GALLEGOS, EDITORS DES HANLEY, MICHAEL PHILLIPPI, JOHN D. RATELIFF, BLAISE SELBY ERIC POLAK, STEVE PRESCOTT, WAYNE REYNOLDS, DAN SCOTT EDITING MANAGER KIM MOHAN GRAPHIC DESIGNER DEE BARNETT DESIGN MANAGER CHRISTOPHER PERKINS CARTOGRAPHERS TODD GAMBLE, YASUYO DUNNETT DEVELOPMENT MANAGER JESSE DECKER GRAPHIC PRODUCTION SPECIALIST ERIN DORRIES SENIOR ART DIRECTOR RPG IMAGE TECHNICIAN STACY LONGSTREET SVEN BOLEN DIRECTOR OF RPG R&D PRODUCTION MANAGERS BILL SLAVICSEK JOSH FISCHER, RANDALL CREWS Some information in this book is taken from or derived from these products: The Complete Book of Necromancers by Steve Kurtz; Domains of Dread by William W. Connors and Steve Miller; Unearthed Arcana by Andy Collins, Jesse Decker, David Noonan, and Rich Redman; Oriental Adventures by James Wyatt; Book of Vile Darkness by Monte Cook; Libris Mortis: The Book of Undead by Andy Collins and Bruce R. Cordell; and Lords of Madness: The Book of Aberrations by Richard Baker, James Jacobs, and Steve Winter. Based on the original DUNGEONS & DRAGONS® rules created by 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 product uses updated material from the v.3.5 revision. 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.
    [Show full text]
  • The Ghosts of Aniel Is a DUNGEONS & DRAGONS Adventure Suitable for Four 6Th-Level Characters
    INTRODUCTION The Ghosts of Aniel is a DUNGEONS & DRAGONS adventure suitable for four 6th-level characters. The difficulty of the adventure can be adjusted by changing the level of the princi- ple foe or by altering the number of his phase spider servants. To tailor the encounters to groups of different levels, refer to table 4–1 on page 101 of The Dungeon Master’s Guide. The adventure is set in the Celadon forest, but it is easily adapted to any forested region in an existing campaign. Maps of elven dwellings similar to Revan’s are available for download at http://www.wizards.com/dnd/DnD_MW_Intro.asp. The Ghosts ADVENTURE SYNOPSIS Aniel (an-EE-el) is an elven hamlet in the Celadon Forest. Like most elven communities, it has limited contact with the outside of Aniel world, but a few weeks ago all contact with Aniel stopped. None of the elves were seen in the communities surrounding the forest, and no one heard anything from them. The group sent to investigate returned with tales of finding Aniel abandoned but also of strange and terrible things happening there; whispering voices, moaning sounds, objects moving of their own accord. It seems clear that Aniel is haunted. Although the locals fear to return to the haunted village, they feel something must be done. If the elven hamlet is haunted, the ghosts there must be laid to rest, and the mystery behind the town’s demise must be solved. Whatever fate befell the town Samplemight affect other file settlements, so a new party must investigate.
    [Show full text]
  • Collectors Checklist by Richard © 2001, Version 2.7
    Dungeons&Dragons Collectors Checklist by Richard © 2001, version 2.7 Well met and welcome to the Collectors Checklist! I made this checklist for myself to keep track of what TSR products I own. Many times was I in the position to photocopy (“Xerox”) a module or booklet that the owner didn’t wish to sell. So gradually my collection expanded with not only genuine products but also with photocopies. Since the coming of the officially digitized classic products (PDF) it is even harder to keep track of what product you own in what format. With the Collectors Checklist you will be able to sort your whole Dungeons&Dragons collection, no matter what the format is! For those out there who haven’t got a clue, here’s how to use the Collectors Checklist: TSR-Code : The product’s publishing code Sub-Code : When a product belongs to a specific group of products it carries this code Title : The product’s title (dah!) Hardcopy : Check this if you have the original item Copy : Check this if you have a copy (Xeroxcopy for instance) of the original product PDF : Check this if you have a digital copy(.pdf/.doc/etc.) of the original product HINT: you can even write down the number when you own more than one copy of a product ; ) If you think any items are missing, please mail me at [email protected] . Feel free to copy/share/print this list. Please visit these websites for the best Dungeons&Dragons archives on the Internet : http://www.acaeum.com http://home.flash.net/~brenfrow/index.htm .
    [Show full text]