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The Dawn Cataclysm > Forgotten Realms. 2.8.

The Dawn Cataclysm > Forgotten Realms

Where can I get more information about the Dawn Cataclysm? Nowhere, at present. It's one of the abiding mysteries of the Realms. Sorry we can't be more help with this one. :-) [Steven Schend, in a post to Realms-L, said that to his knowledge, there are no plans to expand on the Dawn Cataclysm in any further Realms products.] WesclinMythology - Kraken. is the Best Guide of Turkey Tourism and Mythology Knowledge Base. The leading source for indie RPGs. Forgotten Realms - What happened to Tilverton in DR 1372? 3.5 D&D Archives. Work on the next iteration of Dungeons & Dragons is underway, and you can be a part of it!

3.5 D&D Archives

Interested in playtesting D&D Next? It's easy to sign up and download the latest playtest materials. Periodically, we will also send you surveys via email to get your feedback. To get started and download the latest playtest packet, click here: For Further Information: Original Adventures. The Acaeum. The Hypertext d20 SRD (v3.5) Cleric Spells. 0-Level Cleric Spells (Orisons) Create Water: Creates 2 gallons/level of pure water.

Cleric Spells

Cure Minor Wounds: Cures 1 point of damage. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Guidance: +1 on one attack roll, saving throw, or skill check. 1st-Level Cleric Spells Bane: Enemies take -1 on attack rolls and saves against fear. 2nd-Level Cleric Spells Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).

d20 Encounter Calculator. SRD3e:System Reference Document. UA:Variant Rules. Introduction Warning: Get Ready to drink from the fire hose.

UA:Variant Rules

Unearthed Arcana exposes you to more variant rules and alternative methods of gaming than anyone can hope to use in a single campaign. On top of those, a bunch of House Rule sidebars written by various members of the Wizards of the Coast R&D department describe personal variants they’ve used in their home campaigns. In fact, there’s probably more in here than you could reasonably use in a dozen campaigns, and some of it you probably won’t ever get around to actually introducing to your game. Take a deep breath—it’s okay. Just as no player actually casts all the new spells in the latest rulebook, and no DM actually uses all the new creatures in the latest manual of monstrosities, you shouldn’t feel any compulsion to use all these variants, even in a lifetime of gaming. Instead, pick and choose the ones that feel right for your style of gaming, your players, and your campaign. When you turn to the next page, the inundation begins.

So saith Ed! The work contained on this page has been penned over time by the creator of the Forgotten Realms - Ed Greenwood, and kindly provided to us here at Candlekeep by The Hooded One on the Candlekeep Forum.

So saith Ed!

Ed’s replies are copyright and remain the property of Wizards of the Coast, Inc. Almost all of Ed Greenwood’s replies here at Candlekeep are posted by The Hooded One. She has told us, previously, that she is actually one of Ed’s players who participates in his campaigns as one of the Knights of Myth Drannor. But the Lady Hooded One has kindly asked that we do not question her as to which Knight she plays, and thus, won't say anything more on the issue. Karsus's Folly. Karsus' Folly was a climactic event which caused the end of the Netherese empire in -339 DR.[1] History Edit.

Karsus's Folly

Karse. The Children Of Netheril - Pete's Forgotten Realms. "We do not dislike magic.

The Children Of Netheril - Pete's Forgotten Realms

We are unworthy of the Weave's touch. It is our Patron's sin and our burden. " The Karse Stone - Pete's Forgotten Realms. "He will hold great acumen, a natural prodigy in the Art.

the Karse Stone - Pete's Forgotten Realms

He will advance your people far beyond the hopes of even your most innovative thinkers, He will take what I've given you and improve upon it in ways beyond even my understanding. Your people will know wonders, joy, prosperity, and longevity. And He will throw it all away…" Wulgreth (Ascalhorn) Wulgreth was an Ascalhi wizard, consorted with baatezu in defiance of the ancient pact his ancestors had made with the Eaerlanni elves to abandon the dark arts of the Netherese.

Wulgreth (Ascalhorn)

Wulgreth of Ascalhorn bested his rivals for six decades because of the help of his baatezu. In turn, his rivals summoned the aid of tanar'ri for their own defense, which killed the baatezu, conquered all of Ascalhorn (which then became known as Hellgate Keep), and overran the elven kingdom of Eaerlann and the dwarven kingdom of Ammarindar, destroying them both. Jhingleshod. Description Edit He was covered from head to toe in exotic plate mail and draped himself in an old forest green tunic and cloak.


Up close, one could see he was an undead creature appearing to be a cross between a corpse and an animated suit of armor. 3.5e NPCs.