Blackstaff Tower (Forgotten Realms: Ed Greenwood Presents by Steven E. Schend

By Steven E. Schend

A decision for Heroes!

a tender workforce of pals stumble throughout a terrifying conspiracy that holds the inheritor to the Blackstaff, the defender of town of Waterdeep, in bad probability. those pals needs to seek deep inside themselves to develop into the heroes their urban must shop its champion from those that might see either introduced low.

Ed Greenwood, liked writer and writer of the Forgotten Realms, provides the 1st booklet in a brand-new sequence devoted to showcasing either town of Splendors and our such a lot gifted up-and-coming authors. a sequence of stand-alone adventurers, this ebook and the sequence to which it belongs have been written particularly for these readers with out earlier wisdom of the Forgotten Realms, making it a great access element for brand spanking new readers.

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Extra resources for Blackstaff Tower (Forgotten Realms: Ed Greenwood Presents Waterdeep, Book 1)

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A rat follower could attract a giant snake, or a boar follower might lure a hungry dragon. The ranger and his companions could be ambushed along with the followers. Certain followers may be sought by hunters and collectors. A weasel follower with lustrous ivory fur might prove irresistible to unprincipled sportsmen. A renegade wizard could target the party to get her hands on the feathers of a black owl follower, which she needs for a spell component. Rustlers might assault a party just to steal a ranger’s horse follower.

The horde will stay together for one week for each level of the Beastmaster. There is no record of a Beastmaster summoning more than one horde in a year. Special Hindrances: Empathic Shuck: The Beastmaster feels pain when one of his henchmen is wounded, suffering a -2 penalty to all rolls in the next round. If he is mentally linked with a henchman when i t is killed, he suffers a -2 penalty to all rolls for the next 24 hours. Unruly Allies: The Beastmaster’s animal henchmen are free to come, go, or act as they will.

The frequent use of the animal training or animal handling proficiencies, as well as the animal empathy special ability, brings the ranger in close contact with potential followers. Spells such as locate animals or plants can lead him to particular species, while the call animal follower spell (described in Chapter 6) may successfully summon a follower. Note that such efforts don’t guarantee the arrival of a follower in any way. In many campaigns, however, extra efforts made to locate followers increases the likelihood of their appearance.

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