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Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
 
 
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Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement) (Hardcover)

by David Noonan (Author), Rich Burlew (Author), Frank Brunner (Author) "Stop what you're doing, put down this book, and go exploring!..." (more)
Key Phrases: cataclysm mage, wind galleon, dragonshard cavern, House Lyrandar, Base Atk, House Orien (more...)
3.0 out of 5 stars See all reviews (4 customer reviews)

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Editorial Reviews

Product Description
The ultimate sourcebook for players wishing to explore the world of Eberron. The Explorer's Handbook showcases the multi-continental aspect of the Eberron setting. The chapter on travel discusses instantaneous and played-out travel and provides deck plans for airships, the lightning rail, and galleons, plus other methods of conveyance. A chapter on Explorer's Essentials offers information on travel papers, pre-assembled equipment kits, how to join the Wayfarers' Foundation, and more. This handbook encourages players to explore the entire world rather than remain fixed in one region.

About the Author
DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoring Complete Divine™ and co-authoring Races of Stone™ and Unearthed Arcana™.

RICH BURLEW is a freelance writer whose previous design credits include Monster Manual™ III. He was also one of the three finalists in Wizards of the Coast, Inc.'s new campaign setting search in 2002.

FRANK BRUNNER has been working in the game industry for four years and has written several articles for Dragon® Magazine and Dungeon® magazine.

Product Details

  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast (August 11, 2005)
  • Language: English
  • ISBN-10: 0786936916
  • ISBN-13: 978-0786936915
  • Product Dimensions: 10.9 x 8.5 x 0.6 inches
  • Shipping Weight: 1.6 pounds (View shipping rates and policies)
  • Average Customer Review: 3.0 out of 5 stars See all reviews (4 customer reviews)
  • Amazon.com Sales Rank: #115,323 in Books (See Bestsellers in Books)

    Popular in this category: (What's this?)

    #87 in  Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons

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Customer Reviews

4 Reviews
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Average Customer Review
3.0 out of 5 stars (4 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
32 of 33 people found the following review helpful:
4.0 out of 5 stars Great additional sourcebook, full of good ideas, September 6, 2005
Well, another Eberron book, and another winner.
The artwork in this book is awesome, the cover art, the chapter beginning and pictures throughout are all of consistent high quality.

The content seems to be well laid out, however the lack of index in reference books is becoming frustrating.

The book contains the following Chapters (you will need the TOC as there is no index...)
Introduction
Intro and overview, how to read the stat block etc.

Chapter 1: Travel
Reasons for travel, motivations for travel, (I especially liked the section on travel vs. teleport, which gives a range of situations in which travel not teleport is appropriate.), how to travel, modes of transport, travel encounters

Chapter 2: Tools of the trade
Elemental vessels, everything you wanted to know, how to construct, controlling bound elementals, freeing them and so forth. Airships, attacking airships, elemental landcarts.
Lightning rail, movement of, battles on and a useful lightning railcar map.
Stormships and wind galleons and other vessels.
The chapter then goes on to boarders, forged papers, funded expeditions, organisations and then has...
3 Prestige classes
Cataclysm Mage
A seer like mage who's desire for forgotten knowledge and prophecy leads to great power and greater risk

Thunder Guide
A sort of scout/ranger adventurer

Windwright Captain
Most likely an NPC class as it revolves around piloting elemental vessels.

Chapter 3: Points of Origin
(Containing 4 Map Sites)
Where adventures start, a few adventure hooks, a map of the docking tower at stormhome, a lightning rail station etc.
The Crimson Ship deserves special mention as an inventive and potentially exciting role-play side adventure.

Chapter 4: Midpoints
(Containing 4 Map Sites)
The places along the way, along with many further adventure ideas to go with them

Chapter 5: Destinations
(Containing 9 Map sites)
The final destination of the adventure, described in the chapter are several fairly well detailed locales. The Khyber Dragonshard Cavern, the Shalquar Monastery and Tharkgun Dhak appeal particularly to me.
Appendix: Ancient Treasures
Giant and Dhakaani Antiquities
Magic items from past ages, some cool new items and a new special material (Eldritch whorlwood)

The book is packed with adventure hooks, detailed maps and ideas.
Looks like it will be a fantastic game aid and the artwork is fantastic.

4 stars, possible 4.5, however the lack of index prevents a 5 star rating.
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4 of 4 people found the following review helpful:
2.0 out of 5 stars Fails to present sufficient new content. More of a DM aide., September 14, 2006
The Explorer's Handbook advertises itself as being a book for, well, exploration for both DMs and players. When I first purchased it I was expecting a well written discussion on travel and adventure in Eberron, perhaps similar to a wilderness guide discussing all the fantastic inbetween places in Eberron. What I got was disappointment.

This book is, by far, a DM oriented book that describes a number of locations you may wish to insert into an Eberron game. The locations tend to be focused on the mid to extremely high levels. The Prestige Classes are the only part of the book I would consider being oriented towards players, and there are only three of them. The writing, on the whole, is sub par.
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3 of 3 people found the following review helpful:
4.0 out of 5 stars Great book for a DM, November 25, 2007
By Jonathan Evans "Jon" (Montreal, Canada) - See all my reviews
As others have stated, this book really is more valuable for DMs than players. Being a DM playing in the Eberron setting, however; I find that this book includes many of those little tidbits of information like travel times and side adventure material that really fill in a world. A lot of the information in this book could be made up by a DM if they didn't have it, but having concrete rules in place lends a stability to the world. I found that reading a 'starting location' entry can give numerous adventure ideas that can easily be fleshed out.

Again, really much more useful for a DM than a player, but interesting either way.
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Most Recent Customer Reviews

2.0 out of 5 stars high production, low content
it seems to me that the entire Eberron product line is victimized by the same glaring flaws. I now own this product,the main campaign book, and 5 nations. Read more
Published on December 18, 2005 by John Towle

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