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ALDERAC ENTERTAINMENT GROUPPRESENTS ULTIMATE TOOLBOX or printed PDF floor plans, or you scribble on a mat with markers, you want room. Ultimate Toolbox - Free ebook download as PDF File .pdf), Text File .txt) or read book online for free. PDF. $ $ 1 2 3 4 5. Average Rating (9 ratings). Based on the award- winning RPG book Toolbox, the Ultimate Toolbox starts off.

While still very little progress was made, the college built an outpost and soon a community to support it was built within the great ring. The proprietor is a comely young lass with a mysterious past. Youve witnessed a crime and the culprits are looking for you. You are either happily or unhappily married, with or without children. I want to check it out before buying it. Alderac Entertainment Group. Buildings are sometimes set in the cliff.

PDF format This product consists of random lists divided into seven chapters plus one appendix. Each chapter covers a different aspect of campaign design. See the free [ Francisco M. I had some interest in this product since I saw a couple of good reviews at UncleBear http: See All Ratings and Reviews. Browse Categories. WoD 20th Anniversary Edition Sale. Rule System.

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Ultimate Toolbox

Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher.

The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.

Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book. Dead things. Shadows 16 Scotophobia. Religion or god. Hobbies 1 Animal study 2 Athletic competition 3 Brewing alcohol 4 Collecting items 5 Cooking unique dishes 6 Creative writing 7 Dart contests 8 Games of chance 9 Gardening 10 Glassblowing 11 Miniatures 12 Model building 13 Outdoor recreation 14 Painting scenes or portraits 15 Performing at theater 16 Performing with an instrument 17 Pottery making 18 Reading and literature 19 Sewing clothes 20 Woodworking or whittling Table Birthmarks 1 Beast magical or otherwise 2 Black circles around both eyes 3 Charging horse 4 Claw of an eagle 5 Comet 6 Crossed swords 7 Crude map 8 Falcon 9 Five words in Draconic 10 Gold dragon with its wings spread 11 Holy symbol 12 Image of an avatar of a god 13 Moon and three stars 14 Sigil of a wizard who lived 1, years ago 15 Skull 16 Spell written in an ancient language 17 Starburst 18 Symbol of a death cult 19 Symbol of a plague carrier 20 Tower or important location Table Tattoos Common Details 1 1 Anchor with rope 2 Arcane symbol or shape 3 Axe or crossed axes 4 Banner bearing the colors red and purple 5 Bow with a flaming arrow 6 Castle tower 7 Celtic knot 8 Charging bull 9 Crossed swords 10 Demon claws 11 Dragon crouching, flying, or otherwise 12 Flock of birds 13 Flying or hanging bat 14 Fox chased by a large dog 15 Giant fist 16 Growling grizzly bear head 17 Hammer and anvil 18 Heart with a dagger through it 19 Holy symbol of a god 20 Human or orc skull Table Tattoos Common Details 2 1 Human or orc skull 2 Laid stones forming a wall 3 Letter J 4 Maul surrounded by dwarven braid 5 Musical instrument 6 Noose 7 Ornate rapier 8 Owl with three arrows clutched in its claw 9 Robed figure carrying a scythe 10 Rune draconic, dwarven, or other 11 Sailing ship 12 Shattered sword 13 Shield with a bird of prey in the middle 14 Ship on water 15 Skull and crossbones 16 Starburst 17 Sun with a hawk flying out of it 18 Swimming shark 19 Sword and circular shield 20 Three daggers with the points touching Table Barbarian Rites of Passage 1 Bring a relic back from a sunken ruin 2 Bring back the egg of a great flying creature 3 Bring back the head of a magical beast 4 Bring back the live young of a totem animal 5 Bring back the scalp of an enemy tribesman or animal totem 6 Craft a personal talisman baptized in blood 7 Craft weapon and armor from scratch 8 Drink the blood of the first solo kill 9 Find your way home from a place in the wild 10 Harvest a rare herb, useful to the tribe 11 Kill a totem animal or beast unarmed 12 Paddle a canoe up rapids 13 Perform a tribal self-scarring ceremony 14 Produce offspring with a chosen mate 15 Receive a vision quest after meditating in a medicine lodge 16 Steal from an enemy encampment 17 Survive for one week alone in the wilderness 18 Swim across a great river 19 Touch, with painted hand, a live totem animal 20 Track enemy tribe for two weeks, undetected.

Bard Performances 1 Back of a traveling cart 2 Before a marching army 3 Celebration, impromptu or annual 4 Ceremony, impromptu or regional 5 Deck of a ferryboat 6 Honoring someone of merit or esteem 7 In front of a fire 8 Outside a business 9 Part of a parade 10 Part of a traveling act 11 Platform stage at an inn 12 Raised stage at a tavern 13 Royal ball 14 Sitting in a tree 15 Sitting on the roof of a local business 16 Standing on a barrel 17 Store front on a street corner 18 Surrounded by a street crowd 19 While mounted 20 While strolling down a street.

Divine Path 1 Become part of something worldly 2 Born to a holy monastery 3 Draw out and smite heathens 4 Following in parents footsteps 5 Forced to save face 6 Found a holy symbol in the wild 7 Got a calling to the religion during prayer 8 Heard the calling during a traumatic event 9 Left as an orphan to the church 10 Needed to shephard a "lost" community 11 Needed to show others gods glory 12 Oppose a god that battles your beliefs 13 Pacifist who wishes to help others 14 Received a vision while working the fields 15 Seek true enlightenment and inner peace 16 Serve a higher, immortal purpose 17 Someone who wishes to heal others 18 Spiritually advise a ruling family 19 Wanted a proper education 20 Wanted to learn to stop an undead plague Table Ceremonies 1 Ambassadors greeting 2 Awarding a hero a medal 3 Being inducted into a church or religion 4 Birth of a prince or princess 5 Coming of age 6 Consecrating a new temple 7 Crowning of a king or queen 8 Death of a hero 9 Death of royalty 10 Graduating from a school or university 11 Launching of a ship 12 Marriage, peasants or nobles 13 Opening of a bridge 14 Opening of a building 15 Receiving knighthood 16 Return of an important group 17 Season change 18 Someone taking sacred vows 19 Victory of a great battle 20 Weekly holy day.

Cleric Quests 1 Act as ambassador to a neighboring church 2 Be considered worthy of promotion 3 Bring hope to a community touched by war 4 Build personal strength 5 Claim riches for the church 6 Cure a neighboring community of disease 7 Defeat a champion of an enemy church 8 Defeat infidels 9 Deliver a place from the undead 10 Deliver scriptures to a neighboring church 11 Discover your true name 12 Gain a holy weapon for use against foes 13 Protect the faithful on a pilgrimage 14 Quell a heretic before a community turns 15 Receive a vision 16 Reclaim a holy relic 17 Retrieve a book of holy script 18 Return an item used to craft a holy weapon 19 Search for a lost holy castle 20 See an exotic landmark for oneself Table Summer Solstice is the longest day of the year and occurs around June 22nd.

This day marks when the tilt of the Earths axis is most orientated toward the sun. Midsummers Day is usually June 24th, about three days after the solstice itself. Similarly December 25th is the day the sun begins to return to the northern hemisphere. The Winter Solstice sun is positioned directly over the Earths equator on the shortest day of the year. The Fall equinox is September 23rd.

Criminal Path 1 Apprenticed to a locksmith 2 Apprenticed to a master rogue 3 Born into a gang or guild of criminals 4 Discovered knack for sleight of hand, etc. Theres much more for rogue characters in the city chapter where we delve into pick pocketing, hidden or improvised weapons, crime, punishment, bribes, and more.

Now you dont have to guess whats in those picked pockets. See tables through to help flesh out your rogue character with some minor details about his craft. There are also contacts and guilds in the same chapter, helping to flesh out a wellrounded urban thief character or NPC. Its always a good idea to know who a rogue can trust and who he can lean on for favors. Battle Cries 1 1 Bring it on!

Battle Cries 2 1 I am your doom! Here we have young master Elshyn, whos never without his favored item, a long-sleeved cloak. He wears it because hes trying to keep his own identity secret, which is not easy because of the tell-tale birthmark on his arm. If people knew he was the one who inherited a book shop with tomes of how to find a lost treasure, his life could be at an end.

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This makes him nervous about being casually touched. He spends his time pouring through the old tomes to find the clues and assemble a team to track down the treasure. If you are about to cross over a mountain range to an unexplored area of your own home game or building a world from scratch there are some valuable tools here to help in this endeavor.

Name them, decide on their government, and then fill them in with loads of choices from the various map features charts. Give each realm a personality based on some of the more flavorful entries of the campaign hooks, astrology, cataclysms and years of importance, tailoring each decision to the realm to give it its own feel and history. Places of Note 1 Acdama: Fields of Blood 2 Bithron: The Broken Place 3 Cor-Ashan: The Smoking Furnace 4 Dan-Ylan: The Woodland Springs 5 Dishan: Wood of Rage 6 Dothan: Of the Two Wells 7 Ebonah: Mountain of Plenty 8 Elim: Land of Wolves 9 Ephedam: Borderland of Blood 10 Gehazi: Valley of Visions 11 Harhaiah: Domain of Shadows 12 Hasemunah: Hold of the Hated 13 Hodesh: Hold the New Moon 14 Hormah: The Wasteland 15 Jogli: The Blasted Plain 16 Kitron: The Burning River 17 Maroth: Land of Bitter Wine 18 Nekeb: Caverns of darkness 19 Shemesh: House of the Sun 20 Tiria: Fortress of Cold Fear Table Road Type 1 Clay and packed earth 2 Cobblestone pathway 3 Druid-tended road 4 Granite blocks 5 Heavily packed dirt 6 Incomplete and in progress 7 Laid bricks 8 Loose earthen trail 9 Loose rock covering 10 Muddy and overgrown 11 Patrolled by nearby noble lord 12 Poorly maintained with potholes 13 Riddled with weed growth 14 Rife with wildlife 15 Shaded by trees 16 Skulls and bones 17 Tended by permanent unseen servant 18 Thick stone tablets 19 Well tended 20 Wooden planks Table National Renown 1 Amazing foods and sauces 2 Ancient elven ruins still stand 3 Annual competitions of strength and speed 4 Art and education praised above military 5 Canny merchants with exceptional goods 6 Capital is connected islands 7 Colossal ancient dwarven bridge 8 Disciplined armed forces 9 Equal mixture of all races 10 Exotic fashions and fantastic wines 11 Huge tower built atop a mountain 12 Land unfettered by civilization 13 Libraries and museums form cultural nexus 14 Monotheistic church 15 Outstanding theatrical performances 16 Strongest navy in the world 17 Superior weapons and armor 18 Towered cathedral of the all-gods 19 Weather controlled by elemental magi 20 Wild celebrations of holidays Table National Social Traits 1 Adaptable to nearly any inhospitable climate 2 Afternoon naps part of their culture 3 Athletic and very competitive 4 Dancers of great renown 5 Diplomatic and peaceful 6 Excellent food inventive chefs 7 Fine brewers and vintners 8 Excellent stamina when imbibing alcohol 9 Extremely prejudicial and stubborn 10 Great farmers, but short citizens all-around 11 Known for their short tempers 12 Known for their very large families 13 Masterful entertainers, illusionists, storytellers 14 Overly proud and haughty 15 Patriotic citizens more militia than farmers 16 Powerful merchant houses 17 Religious and extremely pious 18 Strangers are welcome, but carefully watched 19 Stubborn and unmoving on principles 20 Very tall and muscular Table Rumors and Stories 1 Armys true might is magical 2 Circus always leaves death in its wake 3 Crops grow by strength of druids 4 Deep dwarves cause mine disasters 5 Deitys avatar walks among us 6 Dragon is power behind ruler 7 Future savior awaits trigger 8 Guild leaders are in league with hell 9 King is old and about to die 10 Mountaintop leads to heavens 11 One city wants to defect 12 Rangers push sovereign to war 13 River is filled with godtears 14 Ruler is a vampire lord 15 Ruler s encourage heavy drug trade 16 Ruling family are shapechangers 17 Sorcerers keep a secret history 18 Storms come from a trio of hags 19 Thief's guild lead by gnoll lord 20 Wererats in all city sewers.

National Dress and Fashion 1 Arm bands and leather shoes 2 Arm piercing and silk shirt 3 Bejeweled jacket and hairpin 4 Buttoned jacket and pantaloon 5 Cape and high boots 6 Cloak and monocle 7 Ear ornamentation and leggings 8 Felt cap and cane, gold and black 9 Flowing skirt and bare midriffs 10 Huge belts and facial piercing 11 Leather boots and helmet 12 Leather codpiece and rope belt 13 Leather headband and chain shirt 14 Leather jacket and scarf 15 Shoulder armor and heavy boots 16 Shoulder spikes and blade-boots 17 Silk sash and iron headband 18 Smock or apron and gloves 19 Spiked gauntlets and studded collar 20 Wool pants and ritual scarring Table Pagan gods 1 Angus, god of youth 2 Aningan of the moon 3 Brigit, goddess of healing and craftsmanship 4 Caridwen, of the bards 5 Cernunnos, god of virility 6 Dagda, earth and father god.

Cult Lords 1 Abraekhan, ice queen of final winter 2 Aegecca, blind god of idiocy and plagues 3 Annur, many-armed devil of madness 4 Bane, invisible god of nothing 5 Cenos, demon prince of hooks and misery 6 The Cloaked One, unholy god of whispers 7 Dagonor, dread lord of space and time 8 Gog, harbinger of the final days 9 Iron, dark dwarven demigod of shackles 10 Inuz, gnoll demon of the final moon 11 Krazul, unholy liche king of unmaking 12 Lucretia, witch-queen of sacrifice and ennui 13 M'gog, demon king of misery and despair 14 Murder, fallen angel of mourning 15 Nadir, elven devil queen of suicide 16 Roaug, miserly harvester of souls 17 Tyriis, personification of natural disasters 18 Uonnus, tortured goddess of destruction 19 Y'Gos, demon queen of gluttony 20 Yren, devil lord of the fading moon Table It comes as no surprise that religion is the cornerstone of nearly every fantasy gaming world.

Metaphysics teaches us that mankind is hardwired to create stories of his origins. Certainly the fantasy worlds our characters inhabit would have the same principles, developing numerous and complicated mythologies about the world they live in, explaining away the unexplainable. In the Ultimate Toolbox, religion has its place in nearly every chapter of this book. It is inescapeable. We could not envision a character chapter or a world chapter without it.

Nonetheless, some of these charts have cross-purposes and the Domains listed could be just as useful to a fledgling adventurer as any world-building GM. Realms of the Dead 1 Banquet Hall: Eternal banquet set out for dwarves for the clever and resourceful 2 Cavern of Gold: Place where dead dragons find every gold piece and gem they ever lost 3 Cumulus: Cloud city afterlife of the winged creatures and others that fly 4 Dagran: Endless library of all wisdom recorded by every arcanist, alchemist, and wise man 5 Forge: Place where dwarven souls burn to fuel of the fires of the forge 6 Gallery of Bright Souls: Stellar home of homes transformed into the stars of the night sky 7 Garden Valley: Good elves become the caretakers of the plants, evil elves become the plants 8 Hades: Torture hall of evil men waiting to be sent to their final punishment 9 Hall of Heroes: Dwarven drinking hall where the brave drink their fill and tell tales 10 Ice Palace: Northern home of the great winter survivors and the wise that help others survive 11 Isle of Mist: Island home of great warriors and brave men who will return someday healed 12 Kastall: Endless fighting pit where orcs go to fight others, achieve glory and test strength 13 Milania: Hall where music performers, dancers and entertainers can perform to eternal audience 14 Olympus: Great mountain reaching above the clouds where those that ascend to godhood live 15 Pleasure Island: City island across the sea where every pirates pleasure can be found 16 Rayvull: Dark dungeon where cruel greedy men are stripped of all their worldly possessions 17 Sea of Storms: Endless sea where dishonorable pirates are tossed about and never find land 18 Shangri-la: Hidden mountain home of ninjas unable to be found by anyone but the dead 19 Siverrylle: Druidic paradise of flowery meadows, babbling brooks and tranquil animals 20 Wasteland: Land of constant war and brutality where not even death is an escape.

Forest Descriptions 1 Apple trees dot the forest, bringing pockets of red to an otherwise drab landscape. Marsh Descriptions 1 Abandoned campground made in the hollows of logs and a group of small canoes remains. Mountain Descriptions 1 Barren slab of rock steadfastly standing in defiance of the wind and snow that beats upon its face. In this chapter we attempt to help you create a world, and with that we will cover many but not all possibilities. More then the rest of the book, it's a piecemeal selection.

You might not be using them all at once in fact, you may not want to , but just glance over them and select the parts you need to flesh out what you already had in mind. In other words, it's possible you already have the basic ideas of a nation written down, and you just need to fill in the blanks, especially if the players begin asking questions.

Keep in mind, however, that you will still have to breathe background into your work, deciding on a timeline to explain how the realm or nation became the way it is today. If you were creating a campaign book chapter by chapter, however, when you come to the different nations and their quirks, you will find a true wealth of detail in here to bring each one to colorful life.

In no time, you can have a complete game world for adventuring, story-telling, and monsterbashing. You cross the mountains and see a border before you to the elven nation.

Tell us more! They just won their freedom from gnoll overlords in the past decade, thanks to their great leaders. Because of that, they may fear your presence, so it would be wise to tread cautiously. If you can befriend them, you will find their dances, exotic fashions and wines worthy of the effort. Still, rumor has it their old king is on his deathbed.

And while travel is difficult, other elven nations journey to pay their respects. Continue down the shaded roadway locals call River Road. You'll recognize it by the green spruce and apple trees lining both sides of the roads. A scout waits with his pegasus mount, wielding a metal-tipped quarterstaff. He greets you with a stern nod. City First Impressions 1 Aging and outdated architecture 2 Bustling transportation of carts and canals 3 Busy and colorful 4 Chaotic and wild society 5 Crowded and unkempt 6 Foul-smelling and smoky 7 Heavily guarded and well armed 8 Heavily taxed but kept up 9 Heavy beggar population 10 Lawful and controlled society 11 Many large manors with nobles 12 Pride of citizens shows everywhere 13 Private and withdrawn 14 Quiet and sleepy in general 15 Racially diversified everywhere 16 Racially separated neighborhoods 17 Shame of citizens can be seen 18 Strong with industry of various sorts 19 Well patrolled neighborhoods 20 Wide streets with vendors.

This chapter's distinct flow may not readily be apparent. First, there are tables that help GMs view and build cities.

They answer the basic questionshow big is it, what is the population like, who rules and who really rules. Next, descriptive tables help GMs visualize and describe a city from a characters point of view, almost like a tour. This is a basic city description perhaps as seen from a distance and lore they may have heard, followed by the city gates and initial architecture.

Then there are sights, sounds, and smells to help set a mood. Third, the chapter delves into the different places for characters to explore and interact with merchants, guilds, inns, taverns, and the like and the various interests that naturally attract adventurers. City Gatehouses 1 Ancient stonework, with stone doors each with a lion head bas relief.

Foreboding gargoyle statues on each side. Banners hang from the ramparts. The sigils carved on the stone are elemental in nature. The marks of a stone giant clan betray its origin.

Stone golem gate doors. Blast marks show it has resisted battle sorcery. Some portions are worked with druid magic. Flies flags of the citys emblem. City Location Background 1 Built around a very wealthy noble estate 2 Built around prominent fortress 3 Built over ancient ruins 4 Built over tribal burial cairns 5 Built to conquer a river mouth 6 City was taken by current inhabitants from other people 7 Constructed near woodlands for foresting 8 Constructed to bring local towns together 9 Crafted around a set of ancient monoliths 10 Crafted on the site of a prosperous academy 11 Gradually built around a consortium of guilds 12 Location chosen to watch enemy lands 13 Once acted as a meeting locale for neighboring villages 14 One the sight of a great battle 15 Rebuilt completely after a terrible fire 16 Site chosen for its excellent defensible position 17 Site of a prosperous trading post 18 Site of an ancient peace treaty between warring neighbors 19 To help secure a border with a nearby nation 20 Was funded by wealthy adventurers where they chose to settle Table City History, Detailed 1 years ago an outcast dwarf clan set up a roadside smithy and business in this valley, used by transients from the surrounding human lands as a shortcut, chosen for its many hilly streams rumored to be rife with gold.

This initial greed and spreading of rumors built up the community around the location, and while the gold has never made anyone rich, it still draws new prospects to its good location. Once the nation reclaimed the border, the graves were marked and warded by a wall and monument. A settlement grew around the new trade and the city grew from the necropolis. Soon, clerics of the paladins faith flocked to visit and bless the site, and the same security and beauty that drew the paladins had many visitors relocate here permanently.

Defeat did not come easily for the creature, and the monks had to settle for encasing it in a great rune in the earth forged by magic of obsidian. They built their monastery on the spot to guard it eternally, and soon drew curious support from surrounding lands to the spot.

Bards and magi agree there are no curses or hauntings to be found, and declared that to be so, which began a boon of movers soon after discovery. While inert, scholars and bards agree its runes speak of a prophecy of protection.

Now the towering figure of an ancient hero stands silently among a field of buildings and roadways all depending on it in a time of need.

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The ability of the clay to be molded to replicate ivory and other materials keeps explorers of the mazelike tunnels around and beneath the city occupied. Numerous trade routes flow through the city, as well, increasing traffic. Sages eventually figured out the runes to command the trapped spirits, and a community built up around what has become a workhouse of industry and craft for the nation.

A prince of an aging king of a nearby metropolis took his fortune and family and created a principality of the land, investing heavily in leading guilds here and creating a haven for trade caravans.

An alliance between elves of the wood and men built a protective city at a natural harbor from which to launch patrol ships to keep the coast free of invasion. Human engineers and their dwarf stone-guild allies spent a princely sum to complete a great stone bridge stone bridge connecting two interested but separated lands.

The consortium collected large fees from anyone wishing to build at the new point of interest either on a cliff bank or on the nearly foot-wide bridge itself , and it grew very quickly thereafter. Obsidian Crest was a growing trade town until the nearby volcano believed to be dormant erupted. Because of the stone architecture used and the nearby gullys leading to the lake, many of the structures survived.

When rebuilding began, the city planners encouraged wizards to build towers and accompanying wards to protect the city below.

Once a countrywide, sprawling noble estate, eventually five children inherited the land, divided it into districts, and attracted parties interested in their whims to their lands, slowly filling in the community and populating the fields.

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Old farmland slowly spread outward from the central city, which today is run by great-grandchildren of the founding nobles. Originally the site of a military border keep where patrols from the central land flocked in droves to ensure security, the site grew and expanded as guards families and supply businesses natural migrated to the area.

More than a few brutal conflicts have been fought there in years past. Now the city thrives, still basing most of its income on military spending. Over years ago the great hero Galston Magus led a small army against the forces of a neighboring nation that had been bolstered with demonic warriors.

When the hero and his team finally won the day, a camp was erected from across the blasted battlefield. As support came for the troops and the border was determined, permanent buildings were finally set in place and Galston was named mayor. Religious pilgrims, persecuted for their multi-pantheon faith, fled their homeland until they came to an ancient spiraled tower. It was abandoned, but contained runes of many gods.

The faithful settled here and the curiosity slowly drew others. Buildings grew around and near the spire, which slowly grew to the city-state it is today. Scholars came for years to study towering, monolithic standing stones until one university sponsored a field trip with its best decipherers. While still very little progress was made, the college built an outpost and soon a community to support it was built within the great ring. A team of explorers discovered a portal beneath the surface in the darklands leading to other worlds.

The last magical communication with their families before they vanished kicked off a decade of researchers, wizards, and rescuers studying the ancient device. Support soon formed a community and before long a city. Upland communities finally had enough of the longship raiding from the lands northern barbaric neighbors. They gathered church and royal sponsors and built a protective wall to guard the mouth of the river and build up the nations best ship manufacturer.

City Description, Detailed 1 Amoeboid in shape, this irregular city straddles a fork in a great river. An irregular wall of many small towers tightly surrounds the community. A series of bridges and docks are found on the waterfronts. The quarters are castle, noble, commons and gold. The gold quarter is dominated by large mining and smithy businesses and guilds. From top to bottom, the city has castle, nobility, market, and residential quarters.

Large buildings are not in vogue; instead a small, simple dwelling or design is favored by all. Towering stair sections lead up to the many districts in the cliffside itself, including guard and jail, red-light, guild, residential, and magic. Below on the ground the city is divided temple, keep, noble, and warehouse quarters. In the smaller district are the market, warehouse, and caravan districts intermixed with slums.

In the larger are the keep, guild, and wealthy residential districts. The outside docks sprawl with wooden buildings and act as another third of the city. One large bridge dominates the center of town and is part of the castle. Smaller docks can be found irregularly along the river. There is a park of considerable size in one quarter with a small lake. The districts are guard, market, military, slums, and aristocrat. Docks line the entire open end, and the keep is in the northeast quadrant in the government quarter.

Others quarters are residential, market, and warehouse which is mostly in the dock quarter. Below the city is divided into remaining quarters business, residential, and temple by extra wide, well-patrolled roads. A keep acts as a gatehouse leading to the central section of town, where the castle and government buildings lie. The central city is used for market, taverns and inns, ship repair and warehouses. Two sections divided from the central city by low walls at opposite ends house the wealthy residents in one and the common folk in the other.

A careful gully system filled with wooden traps surrounds the city in a natural way difficult to spot for invaders.

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In only three places does a large, natural-looking giant tree bridge span these defenses. The wide roads divide the city into temple, market, inn, embassy, and noble districts respectively. Building styles are extra strong. The many small districts include embassy, tavern, noble, residential, guildhall, and marketplace.

Octagonal walls surround a high hill where the castle is situated, looking down on the city. Government buildings are nestled tightly around the hill. The tavern, guard, caravan, warehouse, wealthy, and common residential districts span out from the government buildings to the walls. Oval in shape, this city straddles the north bank of a mighty river.

Two levels of hill surround the community, each topped by a reinforced wooden wall with watchtowers. The keep is by the riverside, surrounded by the dock ward, marketplace, commons, red light district, and guild quarter.

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Oval-shaped city with few but high towers dividing the wall. One edge of the city sits aside a great cliff face, with a natural caravan road leading down to the lowlands below. Two gatehouses lead visitors to the west and north from the city. The castle sits in the center, surrounded by the residential, guild, market, and caravan quarters. A perfectly rectangular city built with double walls in many places was built ambitiously, for there are still open fields between the central community and the walls which 50 years have not yet filled.

There are east and west gates only, as the city straddles a great trade route. Vegetation is plentiful in and around the buildings. The quarters are trade, residential, military, and market. A sprawling city in a giant clearing uses the thick, oppressive jungle surrounding it as a defense, patrolled from many small watchtowers and guardhouses.

A fourth side is a small natural harbor. A castle with a moat sits toward the center, surrounded by the inn, dock, guild, residential, noble, and ambassadors quarters.

Small streams divide the quarters, with patrolled bridges to access each. A sprawling metropolis built at the mouth of a river, no wall surrounds this community built in and among the various tributaries of the river. Bridges and spans cross the waterways, and docks and ferries are plentiful. The districts include dock, warehouse, market, wealthy and average residential, and castle containing a number of fortress-like holds of the government.

A three-sectioned wall cuts off the entrance to this mountain community originally founded by dwarves who remain the dominant population. Squat, stone buildings dominate the area outside and within the cavern, with residential areas on the cave walls. The keep and military quarter are outside, while the market, guild, and then noble quarters follow more deeply within the cave. Triangular in shape, this small city is surrounded by wall and moat alike.

A grand keep sits at the center, where a highway of three adjoining roads each with its own towering wooden covered bridge converge from outside the city. The crowded districts include caravan, inn and tavern, military, market, slum, residential, and temple. The walls of the city square it off around a major crossroads between lands. The market district dominates the center of town at the crossroads, where the keep is also located.

Surrounding it are the districts for guards, residential, slums, military, and theater. City Description, Basic 1 1 Alabaster and cobalt stone buildings present a beautiful facade, hiding the decayed city center.

No outer walls. No wall. Patrolled by paladins. Lanterns flicker at each doorway. Central main tower complex. Sprawls to the surrounding territory. Old dwarf fortress at top. Wealthier citizens live at the top. Single, towering government building.

Government buildings at the wall perimeter. Tall houses cluster together. Elaborate guild manors, businesses, and workshops. Sprawling trade center. The city lacks cohesion or planning. A castle sits at the apex. Simple wooden palisade wall. Bushes, trees, gardens, and lawns integrate perfectly with buildings. City Description, Basic 2 1 Maze of walls intersect the city, combined with ancient monolithic walls of another age. Defensive walls and numerous well-guarded gate towers.

Castle flies many flags. Archers walk the walls. Buildings are sometimes set in the cliff. Walls crumble. No civic pride is evident. Brickwork lacks mortar. New and old neighborhoods. Variety of clothing styles and market goods. The pass rests between nations. Tall outer walls. Castle on a southern hill. A grand university building at its center. Strong buildings and a dark, towering castle.

Well-maintained roads and patrols. Numerous fishing outlets. Bustling dockside. Borrows heavily from nearby elf nation for influence in design and structure.

Legendary Heroes 1 Carthon. A famous bard whose exploits include calming a riot with his voice. A knight who traveled the land with his warhorse, wielding a powerful magic lance to protect others on the road. There are tales of him in nearly every country. An elf wizard who specialized in air magic, she stopped tornadoes created by an irate elder elemental from destroying a town that had offended it. An elf ranger who tracked a corrupted druid and his fiendish dire bear companion across leagues to avenge the destruction of a large forest town.

The high priestess of a small city was attacked by a demon summoner. She rallied her acolytes and won the day, defeating a demon-sorceress general. A half-orc pit fighter who never lost, and never took a life, even when the crowd demanded it.

A dwarven defender who single-handedly held the entrance to his lords hall against a squad of assassins while the royal family escaped, though it cost him his life. A commoner who became a paladin, he fought social injustice as often as evil creatures, battling selfish lords and vile blackguards in equal measure.

A paladin whose exploits include raiding the tombs of great kings to ensure the current sovereign has the symbols of his forefathers. A kobold sorcerer who nearly died defending a human village from a rampaging pack of trolls, he created peace between their people which is said to last to this day. A fighter from a corrupt noble family who led the people of his kingdom to throw down their rulers and replace them. A dwarven cleric who defeated an incursion of extraplanar beasts who sought to take his people as slaves.

This fighter defeated the blackguard lieutenant of the lich king of the east in single combat, buying enough time for his companions to steal the lichs phylactery. A wizard whose has written first-hand account books on the planes. His battle against a death knight in a swirling vortex of chaos has been sung of by bards, far and wide. A barbarian chieftain who defeated the gnoll hordes of the lands of the north and freed the northern reaches for settlers.

This ranger led a squad of light infantry in hit and run attacks on an orc army that threatened to overrun an entire duchy. He and his troops demoralized the army, driving them off. Once a slave to darkness, this sorceress threw off the yoke of evil and destroyed her master, a fiendish dragon-king who enslaved several cities near his mountain tower.

/tg/ - Traditional Games

A paladin who entered a caldera to destroy a clan of fire giants terrorizing the surrounding area. He never returned, but the attacks ceased. No one has ever found his remains. A druid from the desert who slew a blue dragon that sought to poison the largest, most important oasis in the desert.

A rogue whose bold exploits, including stealing the crown jewels and replacing them with livestock, inspired the overthrow of the cruel overlord of her nation.

Coat of Arms 1 Anchor on blue parchment 2 Boar on green cloth 3 Chalice on white field 4 Clover on red field 5 Crossed axes on checkered field 6 Crown against tan banner 7 Diamond on crossed flags 8 Dog against blue field 9 Feather on sea-blue field 10 Helmet on brown parchment 11 Rabbit against green field 12 Ring on silver and white field 13 Scepter against gold field 14 Seahorse against blue sky field 15 Ship against purple banner 16 Spear on red and black field 17 Stag against green and brown parchment 18 Sword on black and white field 19 Tiara against purple field 20 Unicorn on cloudy white field Table Prisons, Exotic 1 Beacon of Hope: Run by staunch clerics and paladins, this prison reforms and "educates" 2 Black Oubliette: Hole in the ground barely large enough for a person, with a grate on top 3 Cells of Limbo: Cages hanging over a bottomless pit 4 Citadel Bingar: This old, run-down castle has been converted to a prison for the worst criminals 5 Despair: This offshore prison ship closely packs its prisoners in the hold 6 Dwarf Prison: Human political prisoners are sent into underground cells and held without light 7 Dwarf House: Originally built for dwarfs, this prison does not permit its inmates to stand up 8 Grim Gulag: Ancient dwarf work camp sends prisoners into deep mines to quarry hard granite 9 House of the Damned: Prisoners hang from their shackled arms inside abandoned tenements 10 Icemar Dungeon: Prisoners are kept alive as a blood source for the vampires that run the dungeon 11 Iron Bar Gulag: Iron works prison, where prisoners are forced to work the bellows in iron smelting 12 Pentae Prison: Hobgoblin work camp, from which captured humans and nonhumans never return 13 Prison Brimstone: Built into the sealed off-tubes of a volcano 14 Prison Deef: Prison famous for torture and disease; few ever return 15 Rat Cellar: Prisoners are chained to the walls of a rat-infested sewer 16 Sarron Hall: Special prison for wizards, built with anti-magic, walls of force, and electrified floors 17 Sunken Prison: Prison built on half-sunken swampland and known for vile diseases 18 Tower of Silence: Prisoners are magically blinded and deafened 23 hours a day 19 Vultures Peak Stockade: Prison at the top of a high, shear mountain 20 Waterwheel: This small prison tortures its inmates by tying them to a waterwheel until they talk.

Prisoners 1 Alchemist for dangerous experiments 2 Beggar caught begging in the noble quarter 3 Drunk and disorderly dwarf 4 Dwarf who damaged an inn 5 Elven rogue with the two gems he stole 6 Gambler too heavily in debt to pay dues 7 Gentryman caught with illegal weaponry and no coins for a bribe 8 Guildhall treasurer accused of embezzlement 9 Half-orc bandit who is last of his gang 10 Half-orc mercenary arrested for harassment 11 Local merchant for not paying taxes 12 Mother caught stealing food for her children 13 One-handed thief half his life in prison 14 Sorcerer for casting a spell within city walls 15 Thief who runs a local racketeering ring 16 Thief who stole from a prominent noble 17 Town guard who abandoned his post 18 Wizard caught using charm on store owners 19 Woman caught spying in others windows 20 Woman claiming innocence Table Local Criminal Gangs 1 Abbesses: Prostitution 2 Bully Bluffers: Racketeering 3 Clips: Pickpockets 4 Dimble Danders: Fences 5 Dunkaneers: Wharf thugs 6 Filching Morts: Coin shavers 7 Hedge Creepers: Spy network 8 Judicial Nippers: Witnesses-for-hire 9 Magsmen: Arsonists 10 Moon Men: Second-story gang 11 Natty Lads: Smugglers 12 Pincer Ladies: Safe house network 13 Rank Riders: Highwaymen 14 Savvy Birds: Knowledge brokers 15 Sharpshooters: Assassins 16 Spice Racketeers: Illegal substances 17 Thatch-Gallows: Hijackers 18 Vizards: Forgery 19 Whip Jacks: Blackmailers 20 Wild Rogues: Con Men Table I got really, really lucky.

Turned out he'd gotten one as a review copy but it's not the sort of thing he wanted, and his policy with such things is to ship them to people in return for donations to his local SPCA shelter. So, total win-win for me. Got the book at a bargain price though more than I'd have been willing to pay if it wasn't for charity and got to donate to charity. The book is really great, though.

Totally lived up to my expectications.

Pdf ultimate toolbox

For those not familiar, it's basically just hundreds of pages of random tables. Cancel Changes. Errors The following errors occurred with your submission. Quick Reply. Posting Quick Reply - Please Wait. Friday, 15th November, , Why Did No One Tell me? Ultimate Toolbox!