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Darklords range from temporary defeat lasts until they're restored by the monstrous tyrants to depraved individuals who Dark Powers. In their absence, those who sought otherwise appear as ordinary people. A Darklord's to escape or supplant them seize their chance. While some Darklords are deadly or possess foul gifts from the Dark Powers,. While there are exceptions-many of whom they do, they have one of the following origins: are illustrated throughout this book and detailed in chapter 3-such individuals are few and their lives are o:ten short.

Guilds of adventurers and shops Mist Wanderers. The Mists reached into these characters' worlds and dragged them into catering to their needs generally don't exist. Some shock jarred these unusual individuals from the apathy pervasive to the Land of the Mists. Witnesses to evil, these characters. Thus, I won't hejoinin3 you in as timely u3h coin to ensure these a manner as! For le'ft of family. I haven' t said it e. Always, Doctor Rudolph van Richten. What does souls. These forces don't claim individuals a horror adventure or campaign mean?

Is it scary like a mystery cartoon or a slasher truly heroic-the Dark Powers savor these traits. What content makes it scary? What do you Whether for a night or an eternity, Ravenloft seeks not want to see in a horror story? Horror, as a genre, prepared to face the horrors of Ravenloft, while also covers broad swaths of material. Before Haunted Heroes. Chapter 4 encourages Lineages. Consider an origin that ties you to a grim DMs to facilitate pregame discussions to make sure progenitor or inexplicable experience.

Lineages the entire group agrees on content, boundaries, and can serve as your character's race or overshadow tools to keep the terror fun. Determine whether the Dark Powers of story you'll all be creating. If you're uncertain about Ravenloft have exerted their influence upon you, aspects of the game, ask about them-before the granting you a double-edged supernatural gift.

Subclass Options. The When planning t o play a scary adventure, create a haunted one and investigator backgrounds also character prepared to be scared. Consider how your explore how mystery might drive your character. Learn what creepy curio inspires fects the creepy atmosphere of the adventure. Don't or haunts your adventures.

If your explore the thrill of all manner of ghost stories, character laughs in the face of every danger, they mysteries, and other tales of terror. By the same token, the process of overcoming it. How might your character DM can't craft an enjoyably spooky experience if react in surprise before they rally to overcome the they're not aware of your interests in and thresholds terror they face?

Do they scream, flee, or freeze? This Or might they throw themself into battle, perhaps section highlights elements common to frightening recklessly or for too long? But it all begins with one question: Are you sure? Not everyone exploring the Domains of Dread comes from those grim lands.

Has your character lived their entire life among the M ists? If y o u d ecide your character c a l l s s o m e corner of Raven loft home, ask your DM which domains they could origi nate from. The DM can provide details from chapter 3 to help i nform your decision.

Although h u m a n s predominate many of the Domai n s of Dread, adventurers in Raven loft can belong to any race in the Player's Handbook or other sources. If you decide you r character i s from some other world, collaborate with the D M to determine how you came to the Land of the M i sts.

Beyond this, discuss with your group how much fear ties into the game's rules. Would you prefer to keep frightful reactions narrative, or would you like to use game rules that present additional challenges and benefits?

Stress" section of chapter 4. Contribute to this by keeping while a fear of earthquakes might hearken back to the following elements in mind: the experience of being trapped after a tremor.

Limit Comedy. Nothing dispels an ominous atmosphere like This book assumes you're playing a character who jokes, be they in character or otherwise.

Their physical a n d magical tran sformation that a lters you i n enjoyment is more important than shock value. You c a n still a ppear a s you once Know What's Too Far.

If a game gets too intense or were, but you've changed i n significant ways that m ight overwrite you r once physical or magical capabilities. Some racia l traits m ight rific circumstance worse for your character. If remain after you gain a li neage, a possibility captured i n the Ancestral Legacy trait. Enjoy the Struggle. In the Land of the Mists, power and dread lie in the simple question "What happened to me?

These overshadow and one other language that you and your DM agree their original race, if any, becoming their new race. The DM is free to add or remove languages fore play begins. Work with your DM to you retain any languages you had and gain no new establish if you're amenable to such a development languages. Most player characters member of the human race or of one of the game's are of the Humanoid type. A race option presented fantastical races.

Alternatively, you can choose one here tells you what your character's creature type is. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.

Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who'd tempt their hunger.

Those who overindulge their thirst risk losing control and forever viewing others as prey. Slaking your hu nger hasten s your renewal. The Dhampir Origins table provides suggestions for Barovia. In the shadow of Castle Ravenloft, tales how your character gained their lineage. The Kargat, this shattered domain's secret You are the rei ncarnation of an ancestor who was a police, supposedly know the secret of immortality.

Perhaps you joined and advanced through their 2 You r pact with a predatory deity, fiend, fey, or s pirit lesser ranks, known as the Kargatane, and were causes you to share their hu nger. Vampiric Bite. You are a Humanoid. You are Medium or Small. You choose the with this bite. It deals ld4 piercing damage on a size when you gain this lineage.

While you are missing half or more of your hit Speed. Your walking speed is 35 feet. If you replace a race with this with this bite. You discern colors in that age dealt by the bite darkness as shades of gray.

You can empower yourself with this bite a number Deathless Nature. You don't need to breathe. You have a climbing speed equal gain all expended uses when you finish a long rest.

In addition, at 3rd level, you. Every hexblood exhibits heart's desire-at least, for a time. Hexbloods are features suggestive of the hag whose magic inspires individuals infused with eldritch magic, fey energy, their powers. This includes an unusual crown, often or mysterious witchcraft. You a re the result of that a rrangement. You were created to replace the lost hag. A deal with the spirits of the forest transformed you i nto a hexblood, now free of the cu rse. Whimsical witches make their homes in the forests of Kartakass.

They eagerly grant the wishes of locals seeking grand fortunes for their children. Many of the children in the town of Viktal are hexbloods who exhibit their supernatural natures from a young age. Creature Type. You are a Fey. You choose the size when you gain this lineage. Your walking speed is 30 feet.

Ancestral Legacy. If you replace a race with this While you are using your senses at the token's lineage, you can keep the following elements of location, you are blinded and deafened in regard that race: any skill proficiencies you gained from it to your own surroundings.

When the trance ends, and any climbing, flying, or swimming speed you the token is harmlessly destroyed. Once you create a token using this feature, you If you don't keep any of those elements or you can't do so again until you finish a long rest, at choose this lineage at character creation, you gain which point your missing part regrows. Hex Magic. You can cast the disguise self and hex Darkvision.

You can see in dim light within 60 spells with this trait. Once you cast either of these feet of you as if it were bright light and in darkness spells with this trait, you can't cast that spell with it as if it were dim light. You discern colors in that again until you finish a long rest.

You can also cast darkness as shades of gray. Eerie Token. This token is imbued with when you gain this lineage. As an action, you can send Hags can u n dertake a ritual to irreversibly transform a telepathic message to the creature holding or a hexblood they created i nto a new h ag, either one of carrying the token, as long as you are within their own kind or that embodies the hexblood 's n ature.

This req u i res that both the hag and hexblood be in 10 miles of it. If you are within 10 miles of the accept over the course of centuries. Once a hexblood token, you can enter a trance as an action. During this trance, you can see and hear. Death isn't always the end. The reborn exemplify d8 Origins this, being individuals who have died yet, somehow, You were magically resu rrected, but something still live. Some reborn exhibit the scars of fatal went wrong.

One d ay, your consciousness retu rned. Your memories have faded, though, and their minds are ill equipped to deal with. Their you r body isn't what it once was. Rather than sleeping, reborn regularly sit and 8 I n public, you pass as an u n remarkable i nd ivid ual, dwell on the past, hoping for some revelation of but you can feel the itchy straw stuffing inside you. Most of the time, these are dark, silent stretches.

Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. What mark or scar on your body does it relate to? I s it a bitter or cheerfu l memory? Does recal l i n g it make you feel the same way? What about that event or who you were sti l l infl uences you?

How d o they advise you? What is it? Why don't you like it now? What are you goi n g to do to recreate that experience? The Reborn Origins table provides suggestions for how your character became reborn. You have escaped death, a fact represented by the following benefits: Har'Akir. You emerged from the mysterious device sleep. You can finish a long rest in 4 hours if you known as the Apparatus, your body a lifeless shell spend those hours in an inactive, motionless state, and your past a mystery.

When you Creature Type. You choose the a d6 immediately after seeing the number on the size when you gain this lineage. You Speed. If you replace a race with this proficiency bonus, and you regain all expended uses lineage, you can keep the following elements of when you finish a long rest.

Work with your DM to determine how your alphabetical order. Did you bargain Your soul isn't your own or, at least, it wasn't always with a voice whispering from a mirror, the sea, or yours. Whether you've lived past lives, your soul was the Mists? Does the Dark Gift compound with your swapped into a different body, or you have a link other character choices to reinforce your unique connecting you to another being, you experience origin?

Each Dark Gift can be expressed in various echoes from another life. If a character already has a ing each time I die rather than passing on. Dark Gift, accepting such a bargain causes them to lose their current Dark Gift and gain a new one.

The particulars of the 5 I share my body with an i ntangible, otherworldly Dark Gift and how it will affect a character must be force. The offer of a Dark Gift might manifest in a dream, in a moment of frozen time, or when the Channeled Prowess. You gain proficiency in two character is alone. Typically, only one character is skills of your choice.

You can speak, read, and write was accepted. The DM might have a mysterious force intervene Intrusive Echoes. Once one of acter's life, but only if they accept its Dark Gift. Their voices endlessly whisper, taunt, or cajole, D M 's choice for 1 m i n ute or until the creature sometimes rising to unearthly howls.

Only you can damages you. The spirits are intangible and invisible; the D M 's choice for 1 m i n ute, or u ntil the creature anyone who can see invisible creatures sees only damages you. During t h i s time, you Spirits table to determine what haunts you.

Your speed is halved until the d6 Spirits end of your next turn. A council of my dead ancestors watches over me. You are 2 Fiendish presences vie for my soul.

You r memory is one of tri umph. You can re rol l the 3 U n quiet souls are drawn to me and beg for peace. You must use the new rol l. When you cast the spell, the My s hadow often holds weapons or bears wounds messages are delivered by one of your whispering that don't exist. Sudden Cacophony. Once this trait causes an S My shadow fidd les with or occasionally breaks attack to miss, you can't use the trait again until you finish a long rest.

Ti ny, non magical objects. Voices from Beyond. Immediately after you make 6 There's a sl ight but noticeable delay between my an attack roll, an ability check, or a saving throw movements and those of my shadow. You learn the mage hand loud to ignore. Roll on the Voices from Beyond table cantrip if you don't already know it, and require no to determine the effect of these voices.

Once one of components to cast it. The hand created by the spell these effects occurs, none of these haunting voices is shadowy but is not bound to your actual shadow. Your shadow stretches and delivers the 2 You are deafened by the voices for 1 m i n ute. You can use this feature a 3 You are fr ightened of the creature closest to you, number of times equal to your proficiency bonus, other than you rself, until the end of you r next turn. Ominous Will. Immediately after you make an which creature you are frightened of.

The omen manifests as whisperings ity check, or a saving throw, roll a d4. If the number from your spi rits perceptible only to you. Once this effect occurs, it can't happen again The shadow you cast is animate and ever-present, until you finish a short or long rest. Your shadow occasionally moves out of sync The Mists grip all who tread the Domains of Dread, with you. Sometimes it appears to be undertaking but you know how to slip through their grasp. You random but mundane tasks, while at other times it can navigate the Mists successfully given enough acts out your darker impulses, threatening or even time and a little luck, but this freedom comes with attacking other shadows.

With effort, you can bend a price; if you remain in one area for too long, the this shadow puppetry to your will. Mists find you and drain your life force. Additionally, you gain the traits that follow. An exaggerated version of you r own form Ever since, you can manipulate them, but the lands 2 H ybrid form of h u manoid and beast you walk have turned aga inst you. You c a n never rest 5 A fey-l i ke s ha pe, either brooding or passionate for long, k nowing you 're sti l l being pursued.

You can cast the alter self spell. M ists. They taught you how to do the same. You've been ferent option. Casting alter self in this way requires on a q uest to find your way back ever since. You can cast the misty step spell, you can cast it this way again.

If casting ability for this spell is Intelligence, Wisdom, you have spell slots of 2nd level or higher, you can or Charisma your choice when you gain this Dark cast this spell with them. If you have spell slots of 2nd level or higher, When you cast alter self using this feature, some you can cast this spell with them.

When you enter the Mists intent the spell ends. The mark is a perceptible you possess a Mist talisman keyed to that domain. The mark fades after you finish main you have chosen as your destination, but you a long rest. This Involuntary Change. Certain circumstances can trait doesn't allow you to bypass domain borders activate your Dark Gift. After you experience this closed by a Darklord's will.

Thereafter, each time you finish tary change. When you show this side of yourself, you might 4 Hearing a particular melody become another person entirely, a celestial-like 5 Touching pure si lver with your bare skin avenger, or a walking nightmare.

Whatever the 6 Seeing someone resembling a specific individual specifics of this form, it exaggerates some drive or hidden nature within you. Roll on or choose an option from the Second Form table to determine this other side of yourself. It manifests physically somewhere on you and Once you succeed on a saving throw due to this relies on you for its survival. At the same time, it trait, the symbiote can't use it again until you finish offers you knowledge and other assistance, either a long rest.

Your symbiote has an agenda nature. If you ing those goals. If you biote while you have this Dark Gift. Even if you go have an opportunity to advance its agenda and don't to drastic lengths, such as severing the part of your act on it, the symbiote can try to force your hand.

Additionally, you gain the mands. If you take damage that is not self-inflicted, traits that follow. Entwined Existence. Your symbiote is a separate 3 The symbiote wants to bring a prophecy to fruition entity with its own physical form bound to yours. It or to thwart one. The DM sets the symbiote's abilities or determines 5 The symbiote wants to keep you from harm at all them randomly roll 4d6 for each score, ignoring the costs and bel ieves it k nows what's best for you.

The symbiote can 6 The symbiote seeks to experience new sensations, see and hear using your senses. The symbiote speaks, reads, and understands two the more bizarre the better. You gain proficiency in that skill if you skin. By the same token, you can deliver death to don't already have it, representing the symbiote's your enemies with your touch. Roll on or choose an option from the Deadly If you die, so does your symbiote.

Additionally, you gain the traits vives as well. Sustained Symbiosis. When you fail a saving throw, you can choose d6 Manifestation to have your symbiote expend one of your Hit Dice to roll it and add the number rolled to the saving You r body is alchemically or biologically altered, throw, potentially turning the failure into a success.

If it uses this feature on a death saving throw, you 2 The m agic of a slighted druid or fey makes small plants wither and insects die i n your presence. Ever since, d eath and i l l omens fol low you. Anyth ing you touch is warped by the distortion. Death Touch. You can focus your deadly touch against your foes. As an action, make one unarmed strike.

On a hit, the target takes an additional ldlO necrotic damage. This damage increases by ldlO when you reach 5th level 2d 10 , 1 1th level 3d 10 , and 17th level 4d Inescapable Death. When you hit a target with an attack roll and deal necrotic damage, you ignore the target's resistance to that damage. Withering Contact. When you start your turn grappling a creature or grappled by it, the creature takes ldlO necrotic damage.

These creatures act like normal examples of their kind, but their behavior suggests a hint of malice. No matter what precautions you take, you can't Borrowed Eyes. As an action, you can influence permanently drive these spirits away. They always the presence guiding the watchers for 1 hour. Once you use this feature, you table to determine what sorts of forms the spirits can't use it again until you finish a long rest.

Dread Presence. Jackals, ravens, vultures disadvantage on saving throws made against the 2 Inescapable judgments. Animate tools of punish- scrying spell. Animate objects, clockwork Presence for 1 hour. Crabs, eels, jel lyfish finish a long rest. G host orbs, shadows, ectoplasmic wisps 8 Venomous Vermin. Well, specifically the Sword Coast. For players, it also gives extra backgrounds, a couple of spells, and a couple of extra class options. It seems there are a lot of rules for playing make-believe in a structured way.

The major role in your character represents the game. By using your 5e character, you can make use of the game in many ways you desire. The basic limitation in this game is how high you can roll the dice as well as your imagination. This game can be played with multiple people or characters to go on an adventure and face the challenges that were designed by the Dungeon Master DM.

You have to imagine or think about your character and how it should be. The Spider Farm. Details This mini-adventure for 1st level characters will certainly keep them on their toes. Details Return to the border village of Goblins Tooth, for another excellent and much anticipated adventure by Lorne Marshall.

A Guide to DragonStone. Details The much anticipated Guide to DragonStone is now available to download. Goblins Tooth I: Moonless Night. Details Journey to the border village of Goblins Tooth on the very outskirts of human civilization and discover high adventure! High Atop Dragonmount Feature Map. High Atop Dragonmount I. Details The Legend of the Stronghold of Arolon.

JPG file, zipped. Guide To The Realms of Aedenne. Horror of Spider Point. Details Being dropped into the middle of a strange and eerie island, your adventurers have to fight for their lives to escape the evil that inhabits this weird island.

Horror of Spider Point - Map Pack. Details This special pack contains enhanced maps and player handouts for the Horror Of Spider Point adventure module. The Temple Diancecht. Details Send your characters on a trip to the Temple Diancecht in this great adventure with a mystery to solve and holy items to gather.

Articles :: 57 items. Details This article fleshes out guardian familiars and provides new rules for thier use in your games. Spell Components. Details A full list of 1E spell components with rarity and price. Random Languages. Details A complete set of language tables, updated from the DMG with creatures from later monster books.

Oops, I'm a Thief Acrobat. Details A fresh look at the Thief-Acrobat. Oops, I'm Surprised. Details A fresh look at the 1E surprise rules. Campaign Companion. Details Over 40 pages of advice and suggestions to DMs to beef up your adventures with extra challenges and help to merge them into your campaign. Details Spice up the danger in your games with this list of cursed scrolls.

Oops, I've Stolen Something. Details A handy system and compilation of all things relating to thievery. Oops, I'm at Sea. Details A handy guide and compilation of all things nautical. Oops, I'm Ethereal. Details A handy guide and compilation of all things relating to the Ethereal Plane. The Mubar runes, a field guide. Details Spice up your games with this set of runes, complete with instructions and examples of their use. First Edition Proficiencies. Oops, I'm Astral.

Details A handy guide and compilation of all things relating to the Astral Plane. Details A compilation of questions and answers from Gary Gygax, compiled from the Dragonsfoot forums in to one easy-to-access file.

Stormpaintress Saga Vol 1. Details This volume contains the first three books of the saga. Dragonsfoot Poetry. Details A compilation of poems to inspire the adventurer in all off us. Weapons vs. Armor rationalised. Details A set of alternative, rationalised, weapons vs. The Tallfellow Point of View. Details This article examines the tallfellow halfling and expands upon the world of an often under-developed race. The Stout Point of View.

Details This article examines the stout halfling and expands upon the world of an often under-developed race. Magic Item Fabrication. An Interview with James M. Details A great article discussing how to protect a castle in a fantasy world. Half-Dwarves: and why not? Details A humorous article about various dwarf crossbreeds for Advanced Dungeons and Dragons.

Details This compilation contains more than Ioun stones to brighten up your campaign. Critical Hits and Spectacular Misses. Details A useful table to provide some extra excitement to your combat. Holy Relics. Gladiator Chess. Rounding Out the Rules on Rounds. Details A simple, but effective, set of rules for the combat round. Details This is a highly enjoyable story of good versus evil on the world of Estrella. The Adventurer's Ordinance Part 2.

Details Part 2 of this excellent resource contains a further magical items for any setting. The Tome of Minor Items. Details This book is packed full of minor items suitable for low-level characters or a low-magic setting.

The Adventurer's Ordinance. DM's Spreadsheet. Critical Hits and Fumbles table. Details A useful set of tables for those wishing to add a little extra excitement to their combats. Details Never quite understood the full intricacies of the 1E combat system? TSR Product List v Domesday Book.

Details A wealth of information for those DM's wishing to create a dank warren for their monsters to lurk in. Dragonsfoot Book Of Names Details A list of useful names of people and places. Details Ever wondered where you read that adventure many years ago? Quest for the moons of Krynn. Details Ever wondered about the three moons of Krynn? Age and Comeliness. Details An interesting article proposing an alternative handling of Comeliness regarding age and sex of characters.

How To Choose Your Equipment. Details Choosing the right equipment can mean the difference between having a good adventure, and having one go sour. Advanced D Mythralgrain - A disaster waiting to happen! Details Introducing the most dangerous poison in our games.

The Placement of Monsters and Magic. Details We continue our articles written to assist Dungeon Masters of all ages and experiences, this time Monsters and Magic are shunted under the spotlight.

Dealing with problem players. Planar Travel Guide. Details Find out the basics in this guide to not just travel, but survival within the most interesting areas that players can explore - The great planes of existence! Pack your bucket and spade ; View this page. Player and DM Etiquette. Details Another indispensable guide for any DM or player. The rule to making good rules and other useful tips. Details An excellent article providing tips for DM's of all experiences.

Character Classes :: 4 items. The Demon Shaman. Details Meet the Demon Shaman, a sub-class of magic-user that can summon demons by force of will. The Bowman v2. A Dungeoneer's Guide to Aeronautics. Character Sheets :: 24 items.

Details This download contains character sheets for each racial and class variation from Unearthed Arcana. Details This download contains character sheets for each racial and class variation in the PHB.

Details An attractive character sheet with space for all your character information. Details A simple, but effective, character sheet designed to hold all the information about your character from the PHB.

Details A simple, but effective, character sheet designed to hold all the information about your character you will ever need. Details An extremely useful character spreedsheet with automated attribute lookup.

Details A character sheet designed to be easy for beginning players and veterans alike. Party Roster sheet. Details A handy sheet to store a summary of all the information about the characters in your game. Reaction Rules Summary. Details An excel spreadsheet that combines a useful summary sheet of the reaction rules plus a page to store all your NPC reaction information. Character Worksheet. Details A great, yet simple, character sheet to hold all the information you need.

Details A straightforward, but very useful, 3 page character to hold all your important information, including personality traits. Characters Companion.

Details A great program that contains tools for character creation, plus a few useful goodies for DMs as well. Details An extremely useful Excel spreadsheet, including character and spell information. THAC0 Chart. Details Try these unusual character sheets to bring some 'old school' feeling back into your games.

Details A useful sheet to store all the info you need about your erstwhile animal companions. Player sheets. Details Original and customised character sheets for spell casters, fighters and thieves.

Details For those that just require quick sheets that can be imported into virtually any graphics program or word processor these sheets are for you! Detailed Equipment Sheet. Details This is a real corker of a sheet! Details This character sheet is a real gem. DM Gaming Sheets :: 15 items. Fitz DM Screen. Details A DM's screen containing all the useful information you need to run your games at your fingertips.

Peyre's DM screen. Details A DMs screen to keep all the information you need at your fingertips. Game Time record sheet. Details A useful sheet in MS Word format for keeping an eye on time in your game. Treasure Generator. Details A very useful application to randomly generate treasure or populate a magic shop. A DM screen for 1st edition. XP calculator. Details A useful excel spreadsheet to make those XP awards a piece of cake. DM Sheets. Details An adventure log and character log sheet for DMs to help keep some of the relevant information to hand.

Area Hex Map - Large. Details This large hex sheet joins our mapping range after the smaller hex sheet proved to be so useful. Area Hex Map - Medium. Details Our smaller Hex sheets have been very popular, so we created a medium sized hex for all your mapping needs. DMs Group Record Sheet. Details This form allows the Dungeon Master to record the characters key stats for up to 10 characters on each sheet. Area Hex Map.

Details Why buy your hex paper when you can download this PDF and print off as much as you need. Blank building map sheet. Details This form provides a large mapping area for internal floor plans and an area for an outside rendering of the structure, or just a place to doodle! Footprints e-zine :: 25 items. Footprints Details Welcome to the most excellent issue 22 of our very own e-zine. Details Welcome to the amazing bumper issue 21 of our very own e-zine.

Details Welcome to the awesome issue 20 of our very own e-zine. Details The twelfth issue of DF's own e-zine. Details The eleventh jam-packed issue of DF's own e-zine. Details Dragonsfoot is proud to present issue 8 of its Footprints e-zine. Details Once again Footprints goes from strength to strength with issue 7. Details Welcome to another feature packed issue of Footprints, with an adventure by Jim Ward, more articles by Len Lakofka, plus monsters, munchies and much, much more.

Details Dragonsfoot's e-zine brings you another packed issue, with material by Len Lakofka and Jim Ward, as well as spells, monsters, adventure and much more. Details Dragonfoot's excellent e-zine goes from strength to strength, with an issue packed full of monsters, curses and adventure. Details The third excellent issue of Footprints is here, more excellent material, an adventure and a few nasty monsters to throw at your players over the holiday period. Details The second issue of Footprints is now available for download.

Full Moon Story :: 3 items. Full Moon - Chapter 3. Details The third instalment of Jerry's wonderful lycanthropic story! Full Moon - Chapter 2. Details The second chapter in Jerry Leonard's excellent story Full Moon - Chapter 1. Details Jerry Leonard's outstanding Full Moon story is re-released on our new site after many emails asking where it has gone.

Castles of Glofeyne: Twruchel. Details This is the first in a series documenting the castles of the world of Glofeyne. Land's End town. Details Maps of the town of Land's End and the surrounding area. Dracolidius Castle. Details A great map of a castle, useful as a dungeon or a lived in building. Alternative Spider Point Manor Maps. Map Pack 1. Details Furnish your roleplay floorplans with the help of the latest fantastic new offering from our Floorplans section.

Player's map of Valusia. Details Outstanding map of Valusia. Mystytown Overview. Nellysyr manor. Details A nice manor house for those weekend getaways or ruins to try and getaway from? Red Brotherhood Citadel. Original Red Brotherhood Citadel. Details Dare you try and find your way through this maze of angled rooms and twisting ways? Greymoor Inn. Details A more upscale inn for the whole family. Dragon Castle. Details A large towering edifice. Indell Keep.

Details A small bastion of hope and protection or greed and avarice. You can run Dragon of Icespire Peak for as few as one player or as many as five players. Each player starts with a 1st-level character. Explore the web of wars, intrigue, and lore as the Ten Guilds vie for power, wealth, influence, and control over the plane. Whether aboard an airship or a train car, embark on thrilling adventures shrouded in intrigue!

Discover secrets buried by years of devastating war, in which magic-fueled weapons threatened an entire continent. This sourcebook provides tools that both players and Dungeon Masters need to explore the world of Eberron and help enter a prosperous new age or cause the shadow of war to descend once again. The final adventure in the Essentials Kit Bundle.

The ghosts of the Swords of Leilon have returned to bring warning so you might protect their beloved town and prevent two great evils, both competing for the same prize, from wiping it from the Sword Coast once more. You must enter the Ethereal Plane, prevent the followers of Talos and Myrkul from gaining possession of an artifact of great evil, and put down the forces of not one, but two vile deities.

Explore the war-torn continent of Wildemount in this sourcebook from the second season of the hit series Critical Role. As war brews between the Dwendalian Empire and the Kryn Dynasty, somewhere in the far corners of this landscape are secrets that could end this conflict and usher in a new age of peace—or burn the world to a cinder.

Under raging storm clouds, the vampire Count Strahd von Zarovich stands silhouetted against the ancient walls of Castle Ravenloft. Rumbling thunder pounds the castle spires. Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. The master of Castle Ravenloft is having guests for dinner.

And you are invited. Skip to content Search for:. Download options. Release Date: March 15th Eager to begin your own saga across Exandria? A Dungeon Diving Adventure for Levels Dive into the dungeon shunned by all but the most daring adventurers. View Table of Contents.

Unlock a cauldron full of new playable content in this Dungeons and Dragons sourcebook. Arm Yourself for Adventure. An Apocalyptic Adventure for Levels The first signs are always small: bandits on the roads, pirates on the Dessarin River, monster sightings throughout the Sumber Hills — all too close to the lands of civilized folk. An Underdark Adventure for Levels The Underdark is a subterranean wonderland, a vast and twisted labyrinth where fear reigns.

Proceeds from this adventure supplement support the charity Extra Life, for level 9 characters As elemental forces threaten the safety of the nearby locathah communities, heroes rise from among their numbers to strike back and defend their homes and families.

The Snout of Omgar is a geographical region described briefly in Tomb of Annihilation. Proceeds from this adventure supplement supports the charity Extra Life, running levels Laboratory of Kwalish explores an alternate expedition into the Barrier Peaks as players search for the lost lab of the legendary artificer. Proceeds from this adventure supplement supports the charity Extra Life, running levels Infernal Machine Rebuild launches players across distant places — and times to uncover additional components in order to reassemble the fabled Infernal Machine of Lum the Mad!

Proceeds from this character race supplement supports the charity Extra Life.



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