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Within you'll find new kits, from clockwork mages to spellslayers. Here too are new spells and proficiencies, plus clandestine and Champions of the Mists 2e Designed for use by Dungeon Masters and players alike, Champions of the Mists greatly expand upon the role of heroes on the Demiplane of Dread. Inside are many exciting new options: More than a dozen new characters kits such as guardians, Knights of the Shadows, and psychics designed to give new and existing Ravenloft heroes a flavor all their own.

Complete game statistics for many characters Children of the Night: Ghosts 2e Children of the Night: Ghosts details thirteen horrifying and tragic beings that test the fear threshold of even the staunchest ghost hunter. The restless spirits depicted herein will force heroes to solve conundrums or look at ghosts in a new light. Every creature presented in this book has its own history, personality, and powers. Some of the haunts that adventures will confront include Blood trickles with the slow crawl of despair.

A shadow lingers, black against black. Chill mist clings damply to every surface, and the echo of an anguished shriek still hangs in the air. Children of the Night: Vampires introduces 13 unique and terrifying villains Children of the Night: Werebeasts 2e "I wouldn't do that if I were you," warned the stranger in an oddly irritated tone of voice.

Yet the street thugs only laughed and struck at him harder. He fell to the ground and curled into a ball Children of the Night: Werebeasts is the Chilling Tales 2e Seven Gripping Settings. Haunted graveyards, manors, and tombs, a bardic library with an unexpected room, ancient catacombs, and an entire town turned to dark terror. Seven Terrifying Characters. Deadly and unexpected foes: a vampire who walks in the sun and laughs at clerics, a mummy whose touch turns living flesh to water, and a fearsome host of others: a darkling, a vassalich, a ghost, In the cities of G'Hanna, worshipers starve themselves to prove their faith; in the Outlands, twisted mongrelmen struggle to survive in a land of unforgiving windstorms and bleak plains.

No domain in the Demiplane of Dread has been in greater need of change? Cities of Bone 2e Shifting sands conceal much from the eyes of man. Winds howling across the rolling dunes peel back the veil of time to reveal aeonic ruins or crumbling tombs, long preserved by a shroud of sand. Wrecked and forbidding, monoliths command attention in many unpredictable locales.

The remnants of antique civilizations litter the Land of Fate, where time-ravaged towers and decaying shrines hide in the Many have tried to discover the secrets of this forsaken place, to plunder its legendary treasures. Few have returned from its shadowy embrace. Did they run afoul of savage raiders in the desert wastes?

Did they lose their way in a sudden sandstorm only to sink hopelessly into the blowing, shifting silt? Perhaps they City of Delights 2e Golden Huzuz, the City of Delights, is the "heart of the heart" of the enlightened lands.

It is the religious and political center of Zakhara and, say its inhabitants, the most beautiful city in the entire world. But beneath the beauty lies mystery, for the court of the Grand Caliph is as full of intrigue as the Grand Bazaar is full of adventures waiting to happen. Come, explore the delights and Centuries passed, and civilization limped back into the light of knowledge.

Now a new Age has dawned, as the wizards of the present seek to discover the lost arcane art of the past known only as The Language Primeval! College of Wizardry presents a complete guild of magic that can be placed in its entirety into Cormyr 2e One of the oldest and most interesting kingdoms on the continent of Faerun, Cormyr is a land of classic fantasy wherein a strong king rules his subjects fairly and evenly, nobles struggle against each other for the little power the king doesn't keep for himself, and adventuring companies clear forests of ferocious monsters for a small share of the crown's treasury.

And-there's the magic. Lots of magic Council Of Wyrms 2e Feel mighty muscles ripple beneath your armored flesh. Hear the wind rush by with each powerful flap of your scaled wings. Smell the fear-soaked sweat of your prey as it wafts up from the ground below.

You are a dragon - majestic, invincible, supreme! Dark Sun Boxed Set 2e Amid the barren wastelands of Athas lie the scattered city-states, each in the grip of its own, tyrannical sorcerer-king.

Protecting their own positions with dark magic, they demand absolute obedience. The restless mobs are placated with bread and circuses --the arenas overflow with spectators seeking release from their harsh lives. The land outside the cities belong to no one. Savage elves race across A leviathan bursts through the clouds, its silver scales glinting in the crimson sun.

The rain drake pauses, then moves in with jaws opened wide? Only the bravest-or the most foolhardy-would dare stand before the creatures included inside this Monstrous Compendium appendix. Encounter the shadow Dead Gods 2e Silently, ponderously, they float through the Astral Plane, mammoth isles of rock adrift in an endless sea of silver.

Once they were gods. Now they're little more than debris, petrified husks of fading belief and forgotten prayer. Yet for many, their memories linger, their dreams live on - and for some, those dreams are terrifying nightmares of vengeance, and conquest, and death. Dead Gods is a Death Ascendant 2e The remnants of Ebon Fold are cutting a deadly path through the Falkovian countryside, draining travelers of their life force and leaving withered corpses in their wake.

Hot on their trail, you come across the sole survivor of one of these deadly attacks, a young vistani man with an extraordinary skill for fortune-telling. His tarokka deck helps close the gap between you and the assassins. Death Unchained 2e You have no friends here. What can you do when the Mists deposit you in the city of Lekar? The militia is no better than a gang of sadistic bullies, the citizens are more contagious than a fleet of plague ships, and every foot of public space is covered with corpses of criminals who committed no crime greater than struggling to survive in the oppressive domain of Falkovnia.

Danger haunts Defilers and Preservers: The Wizards of Athas 2e Reviled and hunted, hated and feared, they live in secrecy, hiding who and what they are from the rest of the world. They are criminals whose crime calls for swift execution. They are outcasts, with no place to call home. They are wizards, and their crime is the practice of magic?

Beneath the crimson sun, the life of a wizard is hard and dangerous. Blamed for the conditions of the world, feared for Den of Thieves 2e Watch your back! With Game Wizards, Peterson restores historical particulars long obscured by competing narratives spun by the one-time partners. Popular Books. Fear No Evil by James Patterson. Mercy by David Baldacci. From This Moment by Melody Grace.

It's perfect! The Mad Irishman. Some charts weapons, armor, proficiency bonuses, etc. This 1st edition screen was created by Paul J.

Johnson and posted on the Dragonsfoot website. An awesome resource. I don't use them but I get wistful looking at them. Obsidian Portal This site help you to manage your tabletop RPG, and allows players to access game materials and discuss your campaign. Dark Sun. The Burnt World of Athas is still burning at this, the official home of the Dark Sun campaign setting.

Kender, gully dwarves, tinker gnomes, and more can be found at this site. It is set in Estegalle, the eastern continent of Gaile, and borrows heavily from Tolkien, Lovecraft, and George RR Martin in my defense, it was written in the 90s. Forgotten Realms.



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