By Bill Slavicsek

Inside of you can find: * A 64-page ideas publication packed choked with ideas for developing and enjoying dragon, kindread, and half-dragon participant characters * A 64-page crusade publication detailing a dragon's crusade and the mythical Council of Wyrms, revealing the secrets and techniques of dragonking and outlining new player-character kits * A 64-page Adventures e-book to problem the most powerful dragon characters * 12 full-color reference playing cards * three full-color posters, together with a dragon's size-comparison chart, a map of the dragons' island domestic, and a advisor to the dragon clans.

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Extra info for Council of Wyrms (AD&D 2nd Ed Fantasy Roleplaying, 3bks+3maps+12RefCards)

Example text

When fired, they can be recovered 50% of the time (whether they hit or miss). Bird Shot Spring Blade Ammunition for the gnome slingshooter, this is little more than a paper pouch filled with small jagged balls of iron or some other metal. When fired from a slingshooter, the pouch breaks apart, filling a 15-foot cone with shrapnel that deals 1d4 points of damage to all within the area. A successful DC 15 Reflex save halves the damage. A spring blade fits on the wearer’s forearm, and is held in place by two straps that prevent the character from being disarmed.

After the first round (where you determine the point where the ball drops), determine the ball’s direction randomly (see Missing With a Thrown Weapon in Chapter Eight: Combat of the PHB). Then roll 1d6 to determine the number of spaces the ball travels before it detonates again. If the ball hits an obstruction, such as a wall, tree, or person, it detonates there. Repeat this process each round for a total of 5 rounds. Round 1 2 Energy Type Damage Cold 2d6 Acid 3 Electricity 5 Sonic 4 Fire Material Component: A rubber ball.

If you are proficient with a particular type of bow (but not crossbow), the illusory bow you create is treated as a composite bow with an appropriate Strength rating (allowing you to add your Strength bonus on damage rolls, to a maximum +4). The first attack made against any target entitles that target to a Will save to disbelieve the weapon. On a successful save, the creature sees the illusion for what it is and takes only half damage from any attacks made with the weapon. If you change targets, the new target also gets a saving throw.

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