![]() Pickpocket knacks, halfling graffiti, and dirty fighting! Lashworking, ropemaking, trapmaking, and more! ![]() Specially designed for halflings and rogues. HALFLINGS features background information and role-playing tips for ten unique halfling prestige classes, as well as new feats and new uses for old skills specific to halflings and rogues. Are they an entire race of thieves, one and all, or are they merely misunderstood vagabonds, victims of their own wanderlust? Whatever the answer, it's clear that there is more to these half-sized heroes than meets the eye.Įach HEROES OF HIGH FAVOR book contains a toolkit of additional feats, skills, concepts, and prestige classes to explore your race's favored class. Something turns up missing and all eyes immediately turn to the halfling. NOTE: Requires the Dungeons and Dragons Player Handbook for use. Like Green Ronin's award-winning Freeport series, Arcana: Societies of Magic can be used in any fantasy campaign. New skills, feats, spells and prestige classes make it a complete package. The description of each society includes information of the group's history, goals, hierarchy, and leaders, as well as a map of its headquarters. Arcana: Societies of Magic details six different organizations that employ unique styles of magic to achieve their ends. The Abbey of Green Steel trains monks that pack a magical punch, the Servants of Decay subvert civilization with dark rites, and The School Behind the Veil teaches warriors to use divination to best their opponents. Esoteric orders of arcane initiates push the boundaries of magic beyond the limits of tomes and blood. Sorcerers and wizards are not the only practitioners of the magical arts. If you use the "Add to want list" tab to add this issue to your want list, we will email you when it becomes available.ġst printing. Can the adventurers save their hard won victories and crush this gathering of evil? The fate of the lands of Haelin, and Duke Rassos, lie in the balance. Hidden in the heart of the swamp a force grows to an unstoppable might. Swampfolk and bizarre monsters lurk in the fetid waters and sodden spits of ground. The Bahgdair Swamp is a lush and verdant hellhole that has claimed many victims over the years. A rich prize, a noble patron, and an adventure what more could any person want? There is, however, an obstacle to this glorious future. The province's new noble, Duke Rassos, seeks to find a grand treasure, lost decades ago. Haelin is a poor province dominated by the ever-present horror of the Bahgdair Swamp. A blue ocean to sail, A brown soil to till, A black night to fear, A green place to die. Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast. A Green Place to Die is an introductory adventure for the d20 system for characters 1st-3rd level.
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