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The Grand History of Eberron
The Grand History of Eberron Edited by Christopher J. Monte Based on the bestselling campaign world of Eberron created by Keith Baker and Wizards of the Coast The longer you look back, the farther you can see forward. —Sir Winston Churchill The world is a fine place and worth the fighting for… —Ernest Hemingway, For Whom the Bell Tolls There is a tide in the affairs of men, Which, taken at the flood, leads on to fortune; Omitted, all the voyage of their life Is bound in shallows and in miseries. On such a full sea are we now afloat, And we must take the current when serves, Or lose our ventures. —William Shakespeare, Julius Caesar , Act IV, scene iii 2 Acknowledgements and Works Cited All ideas and storylines below are trademark/copyright their respective publishers and/or creators. This is a non-profit publication for use as a supplement to Eberron reading and the Dungeons and Dragons game and is NOT in any way affiliated with Wizards of the Coast or any other licensed distributor of Dungeons and Dragons merchandise. Any items or rights that are the property of these sources are not claimed by this writer. All rights are reserved to their original creators. The world of Eberron was created by Keith Baker. This work represents only a compilation of information and ideas first published in the following sources by him and other authors and game designers employed by Wizards of the Coast and is in no way an original work of this author. City of Stormreach by Keith Baker, Nicolas Logue, James Desborough and C.A. -
The Shackled City Adventure Path (5Th Edition)
The Shackled City Adventure Path (5th Edition) Conversion Guide Introduction: Originally published in Dungeon® Magazine, the Shackled City Adventure Path is a series of adventures for 3rd Edition DUNGEONS & DRAGONS®. It was subsequently updated to 3rd Edition (v.3.5), bundled, and sold in hardcover. I picked it up in 2007 and ran the entire campaign for a superb team of players over seven years. When everything was said-and-done, the consensus was that no campaign in our combined 100+ year D&D gaming careers came close to the detail, intrigue, and immersion offered by this adventure path. My new 5th Edition group really wanted to give the campaign a try, so I decided to convert the adventure path. A several hundred-hour adventure for 1st–20th level characters by Roy Simpson ([email protected]) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America.Sample Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permissionfile of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. -
Human, Arkaiun
™ Sample file 620_17929_Ch1.indd 1 8/2/04 1:46:47 PM DESIGNER: Thomas M. Reid DEVELOPER: Michael Donais EDITORS: Chris Sims, Chris Thomasson, Penny Williams MANAGING EDITOR: Kim Mohan DESIGN MANAGER: Christopher Perkins DEVELOPMENT MANAGER: Andrew J. Finch DIRECTOR OF RPG R&D: Bill Slavicsek PRODUCTION MANAGERS: Joshua C.J. Fischer, Randall Crews ART DIRECTOR: Robert Raper COVER ARTIST: Sam Wood INTERIOR ARTISTS: Wayne England, Sam Wood, Richard Sardinha, Carl Frank, Chris Hawkes, Jason Engle, Christopher Rush, Ralph Horsley, Vince Locke, Mike Dubisch GRAPHIC DESIGNERS: Kate Irwin, Dee Barnett CARTOGRAPHER: Todd Gamble GRAPHIC PRODUCTION SPECIALIST: Angelika Lokotz IMAGE TECHNICIAN: Jason Wiley SPECIAL THANKS: Richard Baker, Eric L. Boyd, George Krashos, Thomas M. Costa Sources include the FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo, Counselors & Kings Trilogy by Elaine Cunningham, Defenders of the Faith by Rich Redman and James Wyatt, Demihuman Deities by Eric L. Boyd, Dragon Magazine, Dwarves Deep by Ed Greenwood, Faiths & Avatars by Julia Martin with Eric L. Boyd, Faiths and Pantheons by Eric L. Boyd and Erik Mona, Magic of Faerûn by Sean K Reynolds, Duane Maxwell, and Angel McCoy, Masters of the Wild by David Eckelberry and Mike Selinker, Monster Compendium: Monsters of Faerûn by James Wyatt and Rob Heinsoo, Monster Manual II by Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter, Old Empires by Scott Bennie, Pages From the Mages by Ed Greenwood and Tim Beach, Pirates of the Fallen Stars by Curtis M. Scott, Player’s Guide to Faerûn by Richard Baker, Travis Stout, and James Wyatt, Powers & Pantheons by Eric L. -
Plot and Poison: a Guidebook to Drow Matthew Sernett 2002
Plot and Poison: A Guidebook to Drow Matthew Sernett 2002 2002 0972359923, 9780972359924 Plot and Poison: A Guidebook to Drow Green Ronin Publishing, 2002 160 pages Matthew Sernett Descend into the depths and learn the secrets of the wickedest race in the Underdark, the drow. Third in Green Ronin's Races of Renown series, Plot and Poison is a rules toolkit for players and gamemasters alike. Dragon Magazine editor Matthew Sernett delves deep into the heart of the drow, providing a book packed with new options. In addition to Races of Renown essentials like new spells, domains, prestige classes, magic items, and feats, Plot and Poison adds four new subraces, a complete drow pantheon, and power components, a new way to enhance spells. From the gorgeous cover from 3E concept artist Todd Lockwood to the detailed NPC stats of the appendix, Plot and Poison is your indispensable guide to elves you love to hate. file download fabyhoh.pdf 2009 Jason Bulmahn 560 pages ISBN:1601251505 Core Rulebook Games Pathfinder Roleplaying Game Become a brave adventurer exploring treacherous ruins, battling fearsome monsters, and making a name for yourself in a world beset by magic and evil! This Core Rulebook ISBN:0972675604 112 pages Bastards and Bloodlines Games Owen K. C. Stephens A Guidebook to Half-breeds Dec 1, 2002 Fantasirollespil Guidebook Extinction Fiction ISBN:9780786935963 The New York Times best-seller is now in paperback! Now available in paperback, Extinction is the fourth title in the epic Forgotten Realms series about one of the most popular Lisa Smedman Feb 1, 2005 371 pages Plot and Poison: A Guidebook to Drow pdf 80 pages Unholy Warrior's Handbook A Master Class Sourcebook for the D20 System Apr 1, 2003 Robert J. -
Player's Guide
Player’s Guide Player’s Guide Design: James Jacobs n the Savage Tide Adventure Path, your Additional Design: Jason Bulmahn characters are destined to face a wide range of Developer: James Jacobs Idangerous monsters, hostile terrain, murderous Editors: James Jacobs, Erik Mona, James Sutter organizations, and sinister magic. Yet before you Art Director: Sean Glenn set off , you’ll need to know where your character is Graphic Designer: Drew Pocza from. This campaign begins in the exotic port city of Cover Artist: Todd Lockwood Sasserine, and it is here that the foundations of your Illustrations: Ben Wootten character will be laid. The City of Sasserine is perched Cartographer: Robert Lazzaretti on the edge of the known world, the last stop before Prepress Manager: Kelly O’Brien the endless expanse of the Amedio Jungle. It is a hub of Production Manager: Jeff Alvarez trade, and home to more than fi � een thousand souls, Publisher: Erik Mona a bastion of civilization in a realm haunted by piracy, Paizo CEO: Lisa Stevens disease, violent weather, and monsters. Based on the original Dungeons & Dragons rules Further details on Sasserine are provided for the created by Gary Gygax and Dave Arneson and the new DM in Dungeon #139, which also kicks off the new Dungeons & Dragons game designed by Jonathan Savage Tide Adventure Path. This campaign assumes Tweet, Monte Cook, Skip Williams, Richard Baker, and your starting character is a Sasserine native, and as Peter Adkison. such you can expect to know a fair amount in advance about the city. This booklet presents everything you’ll This game product contains no Open Game Content. -
Blight on Bright Sands Sourcebook Page 2
BLIGHT ON BRIGHT SANDS SOURCEBOOK Version 1.0 April 2005 Campaign Arc Direction: Creighton Broadhurst and Stephen Radney-MacFarland Arc Design and Review: Creighton Broadhurst, Chris Chesher, Sampo Haarlaa, Mike Hinds, Tom Kee, Stuart Kerrigan, Paul Looby, Greg Marks, Theron Martin and Bruce Paris, Stephen Radney-MacFarland, Pierre van Rooden. Cartography: Craig Zipse, modified by Stephen Radney-MacFarland Special Thanks: Erik Mona. Resources: Sandstorm: Mastering the Perils of Fire and Sand by Bruce R. Cordell, Jennifer Clarke Wilkes, and JD Wiker; Living Greyhawk Gazetter by Gary Holian, Erik Mona, Sean K Reynolds, and Fredrick Weining; Rary the Traitor by Anthony Pryor; “Into the Bright Desert” from Dungeon issue 98 and “Denizens of the Bright Desert” from Dungeon issue 103; and “City of the Scorned” from Dungeon issue 109 by Paul Looby. ® 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. 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, GREYHAWK, LIVING GREYHAWK, 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. -
Abomination Voices Cry out As Figures Leap from the Treeline to Ambush a Traveling Elf in the Fading Twilight
Abomination Voices cry out as figures leap from the treeline to ambush a traveling elf in the fading twilight. Only seconds pass before The Abomination their cries of battle turn to cries of fear as the elf howls and becomes a whirlwind of teeth and claws, embracing the beast Proficiency within. Level Bonus Features Mutations A halfling lurks beneath the tranquil surface of the river, 1st +2 Abominable Form, — waiting for the bandit encampment to draw near. As soon as Abominable Influence one of them gets within reach, she explodes out of the water 2nd +2 Mutations 2 as a slimy mass of tentacles and aberrant eyes. A hulking creature with crimson skin makes quick work of 3rd +2 Frightful Gaze, 2 the orcs, slamming them to the side with every combination Uncanny Speed of claws, teeth, and curling black horns. When the bloodshed 4th +2 Ability Score Improvement 3 is done, the creature approaches the captives at the center of 5th +3 Extra Attack 3 the camp. A prisoner looks up with fear in his eyes, but he suddenly knows that the creature is more human than it 6th +3 Eldritch Strikes, 4 seems. Influence Feature No two abominations are ever the same, endowed (or 7th +3 Bestial Strength (+2) 4 cursed, as some would say) with great power and defined by 8th +3 Ability Score Improvement 4 their abominable form. Though each appears as a normal humanoid, each possesses the ability to shapeshift into what 9th +4 — 5 can only be described as a horrific monster, an abomination 10th +4 Influence Feature 5 that is to be feared and served. -
Dungeon Magazine #125.Pdf
#125 MAP & HANDOUT SUPPLEMENT PRODUCED BY PAIZO PUBLISHING, LLC. WWW.PAIZO.COM Joachim Barrum THE THREE FACES OF EVIL By Mike Mearls Clues discovered in Diamond Lake lead to the Dark Cathedral, a forlorn chamber hid- den below a local mine. There the PCs battle the machinations of the Ebon Triad, a cult dedicated to three vile gods. What does the Ebon Triad know about the Age of Worms, and why are they so desperate to get it started? An Age of Worms Adventure Path scenario for 3rd-level characters. Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 1 DUNGEON 125 Supplement Theldrick Ragnolin Eva Widermann Dourstone Eva Widermann Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 2 DUNGEON 125 Supplement The Faceless One Grallak Kur Eva Widermann Steve Prescott Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 3 DUNGEON 125 Supplement Steve Prescott Horshoe Area 17 Caverns 5 ft. Area 14 Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. Permission to photocopy for personal use only. All rights reserved. 4 DUNGEON 125 Supplement Caves of Erythnul 12 N KKKK 13 A G 18 A 14 17 15 16 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Grimlock Cavern 19 up 18 20 down N 21 One square = 5 feet Robert Lazzaretti Robert Lazzaretti Dungeon #125 Map & Handout Supplement © 2005 Wizards of the Coast, Inc. -
Hulk Smash! September, 2020, Vol
Journal of Criminal Justice and Popular Culture Hulk Smash! September, 2020, Vol. 20 (Issue 1): pp. 28 - 42 Clevenger and Acquaviva Copyright © 2020 Journal of Criminal Justice and Popular Culture All rights reserved. ISSN: 1070-8286 Hulk Smash! Violence in The Incredible Hulk Comics Shelly Clevenger Sam Houston State University & Brittany L. Acquaviva Sam Houston State University 28 Journal of Criminal Justice and Popular Culture Hulk Smash! September, 2020, Vol. 20 (Issue 1): pp. 28 - 42 Clevenger and Acquaviva Abstract “Hulk smash!” is one of the most iconic phrases uttered in the pages of comic books. The Incredible Hulk is one of comics’ most violent characters as the Hulk smashes first and asks questions later. The popularity of the comic book genre has exploded within past decades and the interest in comics has increased. But exactly how violent is The Incredible Hulk and what does that mean for readers? This research examines the occurrence of violence in the Incredible Hulk comics through a thematic content analysis of 248 issues. Specifically, such themes as violence against men and women, unpunished violence, formal punishments of violence, interventions to stop violence and the justification provided for violence were assessed. The goal of the research was to determine the amount and level of violence within the comic and in what context it occurred. Results indicate that there is a large amount of violence occurring within the pages of the Incredible Hulk, but that this violence is often justified and committed by the Hulk to protect himself and others. A discussion is provided regarding the potential impact this may have on a reader and their view of violence, crime and justice. -
Pathfinder Roleplaying Game Requires the Pathfinder Roleplaying Game from Paizo Inc
ASIAN BLOODLINES Sample file C R EDITS Authors: Jason Nelson, Alex Augunas and David N. Ross Editing and Development: Jason Nelson Artists: Guillermo Cartay, Bob Greyvenstein, Michael Jaecks, Jason Juta, Tim Kings- Lynne Design and Layout: Daniel Marshall Legendary Games Team Members: Alex Augunas, Clinton J. Boomer, Robert Brookes, Benjamin Bruck, Paris Crenshaw, Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Thurston Hillman, Tim Hitchcock, Victoria Jaczko, Jonathan H. Keith, Jeff Lee, Jen Page, Jenny Jarzabski, Nicolas Logue, Will McCardell, Jason Nelson, Richard Pett, Tom Phillips, Alistair Rigg, Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, and Clark Peterson Publisher: Jason Nelson Executive Partner: Neil Spicer Business Director: RACHEL Ventura Special Thanks: Erik Mona, Lisa Stevens, James Jacobs, Jason Bulmahn, and the Paizo staff for their excellent Jade Regent Adventure Path. Sample file Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See http:// paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse the product. Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/PathfinderRPG/compatibility for more information on the compatibility license. Asain Bloodlines © 2017, Legendary Games; Author: Jason Nelson, Alex Augunas & David N, Ross Legendary Games ISBN-13: 978-1542874205 3734 SW 99th St. ISBN-10: 1542874203 Seattle, WA 98126-4026 First printing February 2017 makeyourgamelegendary.com Printed in USA. -
Savage Tide Adventure Path Pdf
Savage tide adventure path pdf Continue Savage Tide Adventure Savage Tide is an adventure path, first published in Dungeon Magazine, adapted to customize the game Corwyn. The adventure begins on the southern continent of Azoria, in the small coastal town of Sasserin, located west of the city of Caldera, and surrounded by the dense, indomitable jungles of Sanjaar. Help the Wild Tide; Savage Tide Player's Guide, Dramatis Person's List of Locations: Atlas Rules Resources Adventure Stories is often asked search links questions When your player characters defeat Wormgod Kyuss on the pulse-pounding conclusion of Age of Worms Adventure Path in this very matter, they will save the world itself from unspeakable danger. They end the campaign as sovereigns of their own nation, inheriting the kingdom's problems, facing political and military challenges from all sides. From their chic palace chambers in Alhaster, they will look proudly and melancholy at the waters of the Lake of Unknown Depths, remembering the simplicity of their humble beginnings. Chances are your players will be looking for new challenges too. Within four short months DUNGEON comes to the rescue with Savage Tide Adventure Path, a 12-installment campaign designed to take characters from heady days of the first level all the way to Level 20 duties. Running every month from #139 to the dungeon #150' aeda, Savage Tide takes players on an ocean journey that begins in the prolific southern jungle and leads deep into the heart of the treacherous Lower Planes. The action begins in the port city of Sasserin, where the canny merchant princes exploit the natural wonder of the vast jungle at the very edge of civilization. -
Department Regulation No
Department Regulation No. C-02-009 Offender Mail and Publications Revised 02 July 2019 REJECTION LIST Publications: A Witches Bible – The Complete Witches Handbook Airbrush Action – September/October 2010, March/April 2016 Airbrush Bible AL-HAGG Newsletter Volume 10 Issue 3 Al-Haq Allure - May 2008, December 2011, March 2017 Alternative Revolution – Issue #14 American Art Collector – June 2014 Issue #104, July 2014, #108 October 2014, #109 November 2014, February 2015 American Artist - Spring 2009, May 2010, November 2011, October 2012 American Curves – June 2006, July 2006, November 2006, January 2007, Eye Candy for Men – February 2007, May 2007, Duos Spring 2007, #34 – June 2007, Eye Candy – August 2007 – To Be Displayed Until October 16, 2007, October 2007, Presents Lingerie Magazine – November 2007– December 2007, February 2008, Eye Candy for Men – March 2008, May 2008, June 2008, July 2008, December 2008, Eye Candy for Men - January 2009, February 2009, Eye Candy for Men - May 2009, April 2010, Summer 2012, American Photo - September 2008, November/December 2008, January/February 2009, March/April 2009, May/June 2009, September 2009, May/June 2011 Amerikkkan Prisons on Trial – Guilty! – Number 11-1996 An Anthology of Graphic Fiction, Cartoons & True Stories – Volume #2 Angel Song – A glorious collection of heavenly bodies by SQP (Volume #1) Anti-Racist Action – Volume 25 #2 April/June 2012 Art in America - September 2008, October 2008, May 2010, March 2016, June/July 2016 Artists Magazine - October 2009, September 2012, November