Aitch Eye
First Post
I bogged down this version with a little more information (all the names of spells, feats, magic items) than the one I sent off to Morrus for the news page (if he uses it). I anticipated questions.
The following three articles contain rules information relating to the Epic Level Handbook. All have sidebars with suggestions for using the material without it.
Sentinels of the Shoal, by James Jacobs. Follow-up information for continuing a campaign past "The Razing of Redshore" (adventure in Dungeon #92) and introducing epic-level play. It includes:
-- 7 epic feats (Battle Dance, Destructive Attack, Infusion of Balance, Legendary Sniper, Lingering Death and Quicken Wildshape)
-- 5 epic spells (Dracomorph, Golem Seed, Nimbus, Oath of Binding and Shadar's Primal Devastation)
-- 2 easily adaptable epic prestige classes (Shadar Sentinel and Soulreaver).
-- The NPCs Tesseril and Lascer are detailed.
Relics of Myth: Epic Items Inspired by the Real World, by Mike Selinker. Thirteen items or groups of items: da Vinci's notebooks (aka Codex Hammer or Codex Leicester), Crocea Mors (Julius Caeser's sword, here idendified with Excaliber), the Crystal Skulls of Doom (the famous one and the less elaborate ones in the British Museum), the Regalia of the British Crown Jewels (12 items, 11 of which are describe as functioning as a preexisting item type), Shakespeare's First Folio, the Hope Diamond, the Lamentation Stone of the Taj Mahal, Rabbi Loew's Golem, the Rosetta Stone, the Sphinx, the Stone of Destiny (covering the Stone of Scone and the Blarney Stone), Stonehenge gets a full write up and various megalithic sites get short entries (Avebury, Callanish, Men-An-Tol, the Druid's Altar, and Swinside Circle).
Rival the Gods: Epic Prestige Classes, by Andy Collins. Six of them: the Arcane Lord, Master of the Order of the Bow, Perfected One (mostly for monks), Stalwart Warden (for dwarves), Unholy Ravager and the World Guardian (mostly for druids).
Children of the Cosmos: 8 New Planetouched Races, by Travis Stout. The Axani and the Cansin are descended from lawful or chaotic outsiders respectively. The Para-Genasi are descended from two types of elemental outsiders, with six subtypes detailed: Dust, Ice, Magma, Ooze, Smoke and Steam.
And All the Sinners Saints, by Paul Kemp. Forgotten Realms fiction, featuring the character Erevis Cale.
Guild Secrets "The Flame of Destiny," by Andy Collins. Organization run by powerful beings that keeps watch on those ascending to epic levels.
Class Acts "The Master of the Secret Sound," by Monte Cook. Learns to speak powerful portions of the "secret sound," alter objects through vibration and manipulate magic like a sound to alter spells.
Elminster's Guide "The Talntower," by Ed Greenwood. Dwarven water-work in the Sword Coast North.
Up on a Soapbox "All I Need to Know I Learned from D&D, Lesson 10: The Rewards of Roleplaying," by Gary Gygax. Playing his first PC, Yrag, in Rob Kuntz's game.
At the Table/Pullout Insert, illustrated by Anthony Waters and Tony Mosely. Two battlemaps: a cavern and a dungeon chamber, designed to fit in with the cavern tile insert from #293 and the stone tower from #295 respectively.
Command Points "Ghostwind Scenarios," by Rob Heinsoo. Five Scenarios for Chainmail's The Ghostwind Campaign book.
Silicon Sorcery "Ico," by Will McDermott. The spirits from the video game adapted as the Nether Creature template, and applied to an Ogre Mage.
Sage Advice, by Skip Williams. Questions on Masters of the Wild.
Living Greyhawk Journal
Champions of Vengeance: The Knights of the Chase, by Creighton Broadhurst. Loosely organized followers of Tritheron that arose following the Greyhawk Wars. Includes prestige class and NPCs.
The following three articles contain rules information relating to the Epic Level Handbook. All have sidebars with suggestions for using the material without it.
Sentinels of the Shoal, by James Jacobs. Follow-up information for continuing a campaign past "The Razing of Redshore" (adventure in Dungeon #92) and introducing epic-level play. It includes:
-- 7 epic feats (Battle Dance, Destructive Attack, Infusion of Balance, Legendary Sniper, Lingering Death and Quicken Wildshape)
-- 5 epic spells (Dracomorph, Golem Seed, Nimbus, Oath of Binding and Shadar's Primal Devastation)
-- 2 easily adaptable epic prestige classes (Shadar Sentinel and Soulreaver).
-- The NPCs Tesseril and Lascer are detailed.
Relics of Myth: Epic Items Inspired by the Real World, by Mike Selinker. Thirteen items or groups of items: da Vinci's notebooks (aka Codex Hammer or Codex Leicester), Crocea Mors (Julius Caeser's sword, here idendified with Excaliber), the Crystal Skulls of Doom (the famous one and the less elaborate ones in the British Museum), the Regalia of the British Crown Jewels (12 items, 11 of which are describe as functioning as a preexisting item type), Shakespeare's First Folio, the Hope Diamond, the Lamentation Stone of the Taj Mahal, Rabbi Loew's Golem, the Rosetta Stone, the Sphinx, the Stone of Destiny (covering the Stone of Scone and the Blarney Stone), Stonehenge gets a full write up and various megalithic sites get short entries (Avebury, Callanish, Men-An-Tol, the Druid's Altar, and Swinside Circle).
Rival the Gods: Epic Prestige Classes, by Andy Collins. Six of them: the Arcane Lord, Master of the Order of the Bow, Perfected One (mostly for monks), Stalwart Warden (for dwarves), Unholy Ravager and the World Guardian (mostly for druids).
Children of the Cosmos: 8 New Planetouched Races, by Travis Stout. The Axani and the Cansin are descended from lawful or chaotic outsiders respectively. The Para-Genasi are descended from two types of elemental outsiders, with six subtypes detailed: Dust, Ice, Magma, Ooze, Smoke and Steam.
And All the Sinners Saints, by Paul Kemp. Forgotten Realms fiction, featuring the character Erevis Cale.
Guild Secrets "The Flame of Destiny," by Andy Collins. Organization run by powerful beings that keeps watch on those ascending to epic levels.
Class Acts "The Master of the Secret Sound," by Monte Cook. Learns to speak powerful portions of the "secret sound," alter objects through vibration and manipulate magic like a sound to alter spells.
Elminster's Guide "The Talntower," by Ed Greenwood. Dwarven water-work in the Sword Coast North.
Up on a Soapbox "All I Need to Know I Learned from D&D, Lesson 10: The Rewards of Roleplaying," by Gary Gygax. Playing his first PC, Yrag, in Rob Kuntz's game.
At the Table/Pullout Insert, illustrated by Anthony Waters and Tony Mosely. Two battlemaps: a cavern and a dungeon chamber, designed to fit in with the cavern tile insert from #293 and the stone tower from #295 respectively.
Command Points "Ghostwind Scenarios," by Rob Heinsoo. Five Scenarios for Chainmail's The Ghostwind Campaign book.
Silicon Sorcery "Ico," by Will McDermott. The spirits from the video game adapted as the Nether Creature template, and applied to an Ogre Mage.
Sage Advice, by Skip Williams. Questions on Masters of the Wild.
Living Greyhawk Journal
Champions of Vengeance: The Knights of the Chase, by Creighton Broadhurst. Loosely organized followers of Tritheron that arose following the Greyhawk Wars. Includes prestige class and NPCs.
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