By Mike Mearls
Description: In d20 fable video games, characters can achieve energy with spells, swords, stealth, and supplications. but this strength not often extends past the character's own functions. Empire introduces ideas for founding and construction a political realm and thoroughly tending it from a tiny barony to a sprawling realm. Empire injects an epic point of motion right into a d20 crusade, permitting the gamers to take the jobs of kings, around the globe spiritual leaders, archmages, and felony masterminds whereas handing DMs the instruments had to problem such strong figures.
A whole new d20 process for founding, handling, and operating a political entity equivalent to a nation, church, or felony cartel.
* principles for mass strive against to simulate the conflict of palms because the characters search to extend their energy and overwhelm hordes of orcs and demons that search to ruin the nation-states they've got labored so demanding to build.
* New status periods designed to engage with the principles for mass strive against and kingdoms, permitting characters to take the mantle of significant generals, clever kings, and political masterminds.
* New feats and spells designed to be used through characters and spell casters who lead international locations and command armies.
* New magic goods, abilities, and different talents designed explicitly to be used in political adventures.
* an entire DM's toolkit together with principles for orc armies, demonic invasions, magical cataclysms, and different super hazards that threaten the nation-states the computers rule.
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Others will take and interrogate prisoners, trying to learn how to stop Doomgrinder that way. Unfortunately, only a few nonplayer characters know how to stop it, and (except for Daneel) they won’t be met in any of the encounters described in this section. Still, characters who try to do things the smart way instead of the hard way deserve credit, and DMs may consider rewarding them if they engage in fine roleplaying with their opponents. If the party successfdy interrogates a warrior, they learn the Engine Room (in the rear of the juggernaut) is the most important part of running Doomgrinder.
Also of drow workmanship, each tapestry is worth 120 gp. Behind one of the tapestries is an opening leading to area 3. On the desk are maps of the lands around the City of Greyhawk, the Wild Coast, the Pomarj, and the lands around the Woolly Bay. There is also a letter written in a strange code which only read magic and the ability to read the drow language will enable characters to understand. Should they manage to decipher it, it reads: To Our Trusted Servant Eland u’Rehahn, We are pleased with the progress you have made with the derro, and we conrinue to be intriped by this giant juggernaut they possess, Although we harbor doubts that it can be safely delivered to our stronghold, we encourage you to see that they 9.
Each room houses 3 warriors, though other derro may be visiting. No extra weapons are in the rooms, as derro carry their equipment with them. NPG present (roll ld6): PH DESCRIPTIONS DOOMGRINDER GEOMOR The descriptions below apply to tlie map, “Interior Geomorphs” on the inside gatefold of this adventure. Each geomorph is described, as are the rooms in each geomorph. ,. Whenever the characters enter a new room or area wlthin a geomorpn, the DM rolls to see who they encounter there. The DM should roll Id6 to see the initial group encountered, and then should roll on the appropri- 33 1-2 ld3+1 veteran warriors, Id-1 slaves 3-4: ld2+1 veteran warriors, ld6+2 warriors 5-6: 2d6 warriors Treasure: Roll treasure types M, N and Q on Table 84 of the DMG for each NPC, except that slaves have no treasure.