![]() ![]() Here you’ll also find discussions of which weapons and armor types should be available during certain technological eras, if the technology in your campaign is more primitive than in the historical medieval era. Chapter 1: Weapons and Armor introduces dozens of new nonmagical weapons and types of armor. Chapter by chapter, here’s a summary of what you’ll find inside. ![]() However, this book is much more than a catalog of new items. WHAT’S IN THIS BOOK The Arms and Equipment Guide, as you might expect, is devoted mainly to descriptions of new weapons, armor, and gear that characters and creatures can pos- sess. When the PCs finally find new magic items in a dragon hoard or similar treasure trove, they’ll already know them by reputation. As the characters gain levels and venture into more dangerous places, they uncover fragments of lost tales, including information about the magic items in this book. ![]() To start, plant rumors and legends about strange magic items. Finally, DMs can take a long-term approach, adding the equipment from this book gradually and sparingly. For example, if they travel to an oasis on the edge of the desert, they’ll probably encounter merchants selling the desert outfits described in Chapter 2: Adventuring Gear. Player characters may discover new items when they travel to new regions. DMs may gradually introduce new equipment as NPCs discover, design, and build the new items. For instance, the first time characters need a flexible, collapsible ladder, they can design and build the spider poles described in Chapter 2: Adventuring Gear. If that stretches credulity too far, DMs may instead encourage player characters to develop or design new items as they need them. One day the PCs meet a new merchant in the marketplace and gain access to new items. Maybe mundane and alchemical items were always for sale in shops and bazaars the player characters never happened to visit. Everyone around the table agrees to simply adopt the fiction that the items have always been available. INCORPORATING ITEMS INTO YOUR CAMPAIGN The simplest way to add the new equipment in this book to your game is to just do it: add the items without explaining where they came from and why characters are just learning about them. An adventure set in an extremely cold region might go awry if characters have access to new items that do fire damage, because many opponents are vulnerable to fire, for example. Nevertheless, we urge DMs and players to discuss these items before their first appearance, because each D&D campaign is unique. We have carefully scrutinized them for game balance and obedience to the rules. 155 620_88159_001_A&E Guide2.qxd 1/10/03 12:44 PM INTRODUCTION IntrOductiOn This book contains mundane, alchemical, and magic items for your DUNGEONS & DRAGONS® game. 89 New Potion: Queen Pheromone Admixture 90 Chapter 5: Magic Items. 84 New Magic Item: Amulet of Ooze Riding. 61 Adventuring, Hirelings, and Hazard Pay. 21 Adventuring in Low- or No-Magic Campaigns. 3 Incorporating Items into Your Campaign.
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