Dungeon Master's Guide
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·arfare in a fantasy world is rife \.Vith opportunities<br />
-adventure. A war campaign isn"t generally concerned<br />
- i.be specifics of troop movements, but instead<br />
_ --es on the heroes whose actions turn the tide of<br />
- e. The characters carry out specific missions:<br />
_·ure a magical standard that empowers undead<br />
·e . gather reinforcements to break a siege, or<br />
_ -- ough the enemy's flank to reach a demonic<br />
-mander. In other situations, the party supports<br />
- larger army by holding a strategic location until<br />
_:orcements arrive, killing enemy scouts before<br />
_ can report, or cutting off supply lines. Information<br />
_ --~ring and diplomatic missions can supplement the<br />
combat-oriented adventures.<br />
- e War of the Lance in the Dragon lance Chronicles<br />
-;: - and the War of the Spider Queen in the novel<br />
of the same name are prominent examples of<br />
-s in D&D novels.<br />
::XIA<br />
--------------------------------<br />
-~n a sensei disappears mysteriously, her young<br />
em must take her place and hunt down the oni<br />
rizing their village. Accomplished heroes, masters<br />
· ·eir respective martial arts, return home to free their<br />
ge from an evil hobgoblin warlord. The rakshasa<br />
'er of a nearby monastery performs rituals to raise<br />
- led ghosts from their rest.<br />
-.campaign that draws on elements of Asian martial-<br />
- movies is a perfect match for D&D. Players can<br />
"" e the appearance of their characters and gear<br />
·er they like for the campaign, and spells need only<br />
- - flavor changes so that they better reflect such a<br />
- g. For example, when the characters use spells<br />
::;>ecial abilities that teleport them short distances,<br />
_ actually make high-flying acrobatic leaps. Ability<br />
to climb don't involve careful searching for holds<br />
· .e characters bounce up walls or from tree to tree.<br />
-· ·ors stun their opponents by striking pressure<br />
-· . Flavorful descriptions of actions in the game<br />
-change the nuts and bolts of the rules, but they<br />
·e all the difference in the feel of a campaign .<br />
.=..:ni!arly, a class doesn't need new rules to reflect<br />
~ ural influence; a new name can do the trick. A<br />
· -onal Chinese wuxia hero might be a paladin<br />
-'las a sword called the Oath of Vengeance, while a<br />
- e e samurai might be a paladin with a particular<br />
--of Devotion (bushido) that includes fealty to a<br />
-:. daimyo) among its tenets. A ninja is a monk who<br />
-::"•es the Way of Shadow. Whether called a wujen,<br />
" ·ai. or a swami, a wizard, sorcerer, or warlock<br />
· :acter works just fine in a game inspired by medieval<br />
n cultures.<br />
:-xiA WEAPON NAMES<br />
ing players refer to a tetsubo or a katana rather than<br />
,. atclub or a longsword can enhance the flavor of<br />
_tia campaign. The Wuxia Weapon Names table<br />
·""" alternative names for common weapons from<br />
- PJayer's Handbook and identifies their real-world<br />
cultural origins . An alternati>e name changes none of<br />
the weapon's properties as they are described in the<br />
Player's Handbook .<br />
CROSSING THE STREAMS<br />
The renowned paladin Murlynd, from the world of<br />
Oerth (as featured in Greyhawk novels and game<br />
products), dresses in the traditional garb of Earth's<br />
Old West and wears a pair of six-shooters strapped<br />
to his waist. The Mace of St. Cuthbert, a holy weapon<br />
belonging to Greyhawk's god of justice, found its way<br />
to the Victoria and Albert Museum in London in 1985.<br />
Somewhere in the Barrier Peaks of Oerth, the wreckage<br />
of a spacefaring vessel is said to lie, with bizarre alien<br />
lifeforms and strange items of technology on board. And<br />
the famous wizard Elminster of the Forgotten Realms<br />
has been said to make occasional appearances in the<br />
kitchen of Canadian writer Ed Greenwood- where he is<br />
sometimes joined by wizards from the worlds of Oerth<br />
an,d Krynn (homeworld of the Dragon lance saga).<br />
Deep in D&D's roots are elements of science<br />
fiction and science fantasy, and your campaign might<br />
draw on those sources as well. It's okay to send your<br />
characters hurtling through a magic mirror to Lewis<br />
Carroll's Wonderland, put them aboard a ship traveling<br />
between the stars, or set your campaign in a far-future<br />
world where laser blasters and magic missiles exist<br />
side by side. The possibilities are limitless. Chapter<br />
9, "<strong>Dungeon</strong> <strong>Master's</strong> Workshop," provides tools for<br />
exploring those possibilities.<br />
WUXIA WEAPON NAMES<br />
Weapon<br />
Battleaxe<br />
Club<br />
Dagger<br />
Dart<br />
Fl ail<br />
Glaive<br />
Greatclub<br />
Greatsword<br />
Halberd<br />
Handaxe<br />
Javelin<br />
Lance<br />
Longbow<br />
Longsword<br />
Mace<br />
Pike<br />
Quarterstaff<br />
Scimitar<br />
Shortbow<br />
Shortsword<br />
Sickle<br />
Spear<br />
Trident<br />
War pick<br />
Other Names (Culture)<br />
fu (China); masakari (Japan)<br />
bian (China); tonfa (Japan)<br />
bishou, tamo (China); kozuka, tanto (Japan)<br />
shuriken (Japan)<br />
nunchaku (Japan)<br />
guandao (China); bisento, naginata (Japan)<br />
tetsubo (Japan)<br />
changdao (China); nodachi (Japan)<br />
ji (China); kamayari (Japan)<br />
ono (Japan)<br />
mau (China); uchi-ne (Japan)<br />
umayari (Japan)<br />
daikyu (Japan)<br />
jian (China); katana (Japan)<br />
chui (China) ; kanabo (Japan)<br />
mao (China); nagaeyari (Japan)<br />
gun (China); bo (Japan)<br />
liuyedao (China); wakizashi (Japan)<br />
hankyu (Japan)<br />
shuangdao (China)<br />
kama (Japan)<br />
qiang (China); yari (Japan)<br />
cha (Ch ina) ; magariyari (Japan)<br />
fang (China); kuwa (Japan)<br />
CHAPTER 1 I A WORLD OF YOUR OWN<br />
4-I