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Stormwrack: Mastering the Perils of Wind and Wave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Environment Supplement)
 
 
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Stormwrack: Mastering the Perils of Wind and Wave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Environment Supplement) [Hardcover]

Richard Baker (Author), Joseph D. Carriker (Author), Jennifer Clarke-Wilkes (Author)
4.3 out of 5 stars  See all reviews (15 customer reviews)


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Book Description

August 1, 2005
A complete guide to playing D&D in sea and storm.

The third in a series of beautifully illustrated supplements focusing on play in specific environmental climes, Stormwrack™ contains rules on play in watery environments. Not only are rules for sea campaigns offered, but rules for including water environments in land-based D&D campaigns and dungeon adventures are also covered. Included is extensive information on lakes and rivers; hazards such as exposure, storms, and waterspouts; races, including non-aquatic races
associated with the sea; equipment, including detailed deck plans for ships;
monsters; magic, including psionic elements; skills; feats; and more.

AUTHOR BIO: RICHARD BAKER is a senior designer for Wizards of the Coast, Inc. His most recent roleplaying game design credits include, Complete Arcane™ and Monster Manual™ v.3.5. Richard is also the New York Times best-selling author of the novel Condemnation.
JOSEPH D. CARRIKER, JR. has developed and written more than 30 titles for various d20 gaming companies, most notably Sword & Sorcery Studios’ Scarred Lands setting.
JENNIFER CLARKE-WILKES is an editor for Wizards of the Coast, Inc.
She works primarily on the Dungeons & Dragons® Miniatures line, but has
edited various roleplaying game books. She co-authored Sandstorm™ and
Savage Species™.


Editorial Reviews

About the Author

RICHARD BAKER is a senior designer for Wizards of the Coast, Inc. His most recent role-playing game design credits include, Complete Arcane™ and Monster Manual™ v.3.5. Richard is also the New York Times best-selling author of the novel Condemnation.

JOSEPH D. CARRIKER, JR. has developed and written more than 30 titles for various d20 gaming companies, most notably Sword & Sorcery Studios' Scarred Lands setting.

JENNIFER CLARKE-WILKES is an editor for Wizards of the Coast, Inc. She works primarily on the Dungeons & Dragons® Miniatures line, but has edited various role-playing game books. She co-authored Sandstorm™ and Savage Species™.

Product Details

  • Hardcover: 224 pages
  • Publisher: Wizards of the Coast (August 1, 2005)
  • Language: English
  • ISBN-10: 0786936894
  • ISBN-13: 978-0786936892
  • Product Dimensions: 11.2 x 8.7 x 0.8 inches
  • Shipping Weight: 2 pounds
  • Average Customer Review: 4.3 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Best Sellers Rank: #336,021 in Books (See Top 100 in Books)

 

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34 of 36 people found the following review helpful:
4.0 out of 5 stars Dont get your feet wet, August 20, 2005
This review is from: Stormwrack: Mastering the Perils of Wind and Wave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Environment Supplement) (Hardcover)
Stormwrack is the latest in the environment series for WOC.

It is laid out in the same way as the other books in the series.
Chapter 1 deals with aquatic environments in the prime material plane as well as the outer planes as well as hazards of the water environments, things like currents and streams, hypothermia and maelstroms. It discusses beach terrain, tidal marshes and the types of terrain that inhabit those spaces as well as other terrain. the chapter also discusses the perils of ocean voyages.

Chapter two discusses four new races, the Aventi, Darfellan, aquatic elves and Hadozee. The Aventi are like the atlanteans of legend, the Darfellan are a tragic race, humanlike but being hunted by the Sahuagin to the verge of excinction. the aquatic elves are formalized as a race. The Hadozee make a reappearance from the old spelljammer days. the Hadozee are a apelike race that likes to sail ships. There are new subraces like the seacliff dwarves, who have a swimming skill and dont gain the racial bonuses against orcs and goblinoids.

Chapter three deals with classes and prestige classes. There are seven prestige classes, most of which require one of the new races. One of the prestige classes is legendary captain and his skills and feats help his ship sail and fight better.

Chapter four deals with skills and feats. The skills are expanded to deal with the aquatic environment. There are 24 new feats, one of them is the sea legs which gives you a bonus on balance and tumble checks and a initiative modifier.

Chapter five deals with ships and other equipment. It gives ships speed and crew complement, a layout of weapons and accessories follows as well as personal weapons, armor and items.

Chapter six has new spells and domains. The new domains are the blackwater domain, Ocean domain, and the seafolk domain. There are approximately 60 new spells dealing with water. One of them is detect ship, a level three spell which allows the caster to determine things about a ship that is somewhere nearby. There is also a section for new psionic spells and epic spells. There are new magic items in this section.

Chapter seven has new monsters to use. There are about 35 monsters and general creatures listed in here.

Chapter eight has adventure locales to be integrated into a campaign. There is information about a ship named the Sable Drake, the island of witches, and the hag caverns as well as other locations.

If you liked the other books in the series this will be a useful addition, if you are clever and creative you can pass on this book. I did like the book.




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26 of 29 people found the following review helpful:
4.0 out of 5 stars Take the plunge with 'Stormwrack', September 27, 2005
This review is from: Stormwrack: Mastering the Perils of Wind and Wave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Environment Supplement) (Hardcover)
Stormwrack is the third Dungeons & Dragons Environment Series Supplement from Wizards of the Coast, following 2004's Frostburn and Sandstorm, released earlier this year. While Frostburn focused on arctic environments and Sandstorm covered the desert, Stormwrack attempts to, as the cover states, master "the perils of wind and wave."

Designers Richard Barker, Joseph D. Cariker, Jr., and Jennifer Clarke Wilkes (and developers Stephen Schubert, Andy Collins and David Noonan) have crafted a solid book. In a market in which there are so many expensive hardback books that are expensive simply because they're printed as hardbacks, Stormwrack is worth the $34.95 cover price.

If you can work some seafaring adventure into your game.

The first chapter of Stormwrack ('Into the Maelstrom') tells you how to do just that. The amount of information in this chapter is fairly dense, but once you get through it, you'll have a good grasp of how to not only introduce coastal, marine and aquatic environments and encounters to your game, you'll also learn how to incorporate elements of the planar seas (the Elemental Plane of Water, Abysm and so on). This chapter covers everything from how to handle running an adventure across beach terrain to how to handle initiative and naval combat aboard or between a ship or two. There's also adequate mention of "special perils of the sea" - diseases, poisons and supernatural threats unique to a sea-based game or campaign (including a concept called airy water - water breathable by both air-breathers and water-breathers). This chapter is solid and provides a base for DMs wanting to introduce Stormwrack material into their games.

The following chapter ('Races of the Sea') provides information for both players and DMs. Doubling the amount of new playable races in an environmental source book, Stormwrack presents four new races (whereas Frostburn and Sandstorm only presented two new races in this section): the Aventi, the Darfellan, the Hadozee and the Aquatic Elf. Aquatic Elves have been mentioned before in previous 3rd edition and v.3.5 supplements going at least as far back the Monster Manual as a subrace of the elves, but Stormwrack gives them more personality and presence than they've ever been given before, defining their place in the greater D&D menagerie. The Aventi are the most noble of the new races, bringing players a regal undersea race built around tradition and personal honor. The Darfellan and the Hadozee are the two standout races here, however. The Darfellan were once a peaceful race, but a 100-year stretch of attacks by the sahuagin has turned this race into a group of refugees. Their loose tribal-based society affords roleplaying opportunities for players interested in playing a melancholy character with well-earned angst. (The parallels between the Darfellan and the Native Americans treatment at the hand of early America are fairly obvious. Even some of the artwork featuring the Darfellan evokes a sense of Native American pathos.) The Hadozee, on the other hand, are fun-loving, adventure-seeking creatures of exploration and discovery. And they're monkeys. That can fly (sort of - they have vestigial wings that allow them the ability to glide 5 feet for every 20 feet they fall). The rest of this chapter is devoted to how to inject the other established player races into the Stormwrack environment, and even offers a few new subraces - the seacliff dwarves, the wavecrest gnomes and the shoal halflings. Stormwrack improves upon Frostburn and Sandstorm by providing tables for random starting ages, aging effects, and height and weight tables for these new races (and for new subraces as well, which is a welcome addition to these environmental sourcebooks).

The third chapter ('Classes') also improves upon the previous two books' pattern. This chapter devotes its time to class options, explaining how both DMs and players can mold the standard Player's Handbook character classes to a Stormwrack game. However, Stormwrack boldly includes information on how to mold some of the classes presented in Wizards of the Coast's Complete... line of the supplemental books. The scout (from Complete Adventurer), the spirit shaman (Complete Divine), the swashbuckler (Complete Warrior) and the warmage (Complete Arcane) are all mentioned here, giving these classes and the Complete... books their due and showing that they do have a solid place in the D&D mythos (if only more D&D sourcebooks, or even Dragon magazine, gave these other classes more credence, credibility and consideration). This chapter also presents seven prestige classes which all seem interesting to play (especially the scarlet corsair), but seem mostly restricted to an aquatic or marine environment.

The first section of fourth chapter ('Skills and Feats') explains how to get the most out of your character's skills. Rules for listening through water, keeping your balance on a ship while it rocks at sea or how deep you can dive unassisted using your Swim skill are included. The second part of this chapter lists 24 feats distinctive to the Stormwrack environment. Most of these feats are so unique that unless you're adventuring in or around water, these feats will be useless to you.

Expanding upon the vehicle listings from the Arms and Equipment Guide, the fifth chapter ('Ships and Equipment') provides detailed rules and information of more than 20 different kinds of ships, and even goes as far as providing maps and layouts of some them. Combining this information with the ship maneuverability and combat from Chapter One makes it easy to work a seafaring journey or two into your next adventure. Ship-based weaponry and accessories are also covered (including the stats for a ballista and a basilisk). Since wearing metal armor would not be advised for a character at sea (not only is metal armor heavy and prone to corrosion if submerged in seawater for too long, but in game terms, the armor penalty could hinder Swim checks), new armor materials are presented (sharkskin, an alternative to leather armor, has become my favorite). Aquatic crossbows and longbows are presented, along with my favorite of the Stormwrack weapons - the cutlass. This chapter ends with a near full-page of special gear, including the official D&D listings for a sextant and a tricorne hat! Unfortunately, not all the ships or equipment are illustrated, which is missed, especially when these unique fantasy weapons or armor are so detailed in the text.

Four new cleric domains are introduced in the sixth chapter ('Spells and Magic Items'), as well as a number of new spells (including one that changes regular water into the aforementioned airy water). As is the theme of the entire book, most of these spells would seem restricted to an aquatic or marine game or campaign, but there are a few that might find use in a non-Stormwrack style setting as well. Notable spells include stormwalk, a new take on the standard teleportation spell that uses the power of an electrical storm to transport the characters from place to place; mudslide which, as it sounds, creates a mudslide, potential burying the caster's targets (causing extra damage to creatures who are actually aflame, like salamanders or fire elementals); flowsight, a scrying spell that allows the caster to gaze into any body of water (not just an ocean - flowsight works with rivers, streams, and really big puddles) to view other creatures and objects in contact with that body of water; and tojanida sight which provides Spot and Search bonuses and makes it impossible for the caster to be flanked during the spell's duration. There are three new epic level spells, and four new psionic powers provided as well. Among the new magic items are buoyant and gilled armor, as well as a few new items in the rings, rods and staffs, and wondrous items categories (since I've been pointing out favorites, I'll mention the bag of teeth, a small sack made of fish skin and filled with piranha teeth that, when opened and its contents scattered in a body of water, creates a piranha swarm). There is some repeat of what's been published in previous Wizards of the Coast books; the acidic burst and corrosive magic weapon special ability enhancements have already seen print elsewhere.

Monsters are the focus of the seventh chapter (appropriately titled, 'Monsters'). Over twenty new beasts and creatures are introduced, and while most of them would be restricted to a sea- or marine-based game (like most of this book), there are some neat additions to the D&D bestiary. The anguillian, a seeming cross between an eel and a humanoid, fits in just fine with the rest of the aberration family, and the caller from the deeps, a tentacle water elemental infused with malevolent energy, would give any PC a good scare, if not a good fight. The scyllan (featured on the cover of Stormwrack), a lesser fiend from the frozen ocean of Stygia, is terrifying (any creature with the swallow whole special attack really should be feared). Aquatic variations of the chuul and the yugoloth are also included, as well as statistics for jellyfish and leech swarms (as well as the aforementioned swarm of piranha). New animals include the albatross, barracudas, sea lions and seals, and I have at least one player in my gaming group that would likely do everything he can to avoid the monstrous diving spider.

For DMs eager to inject a little Stormwrack into their regular games, the final chapter ('Adventure Locales') gives you the material to do it. Four aquatic adventure sites (ELs ranging from 5 to 12) are detailed and give excellent starting off points for marine and sea-based games. Secret pirate bases, sea hag sorcerers and a ship graveyard will give players and DMs a good salty taste of Stormwrack, bringing the material... Read more ›
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6 of 7 people found the following review helpful:
4.0 out of 5 stars Bringing an aquatic element into your game just got easier... or much more complicated?, September 5, 2005
This review is from: Stormwrack: Mastering the Perils of Wind and Wave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Environment Supplement) (Hardcover)
Stormwrack is the third book in the environmental series of the WOTC D&D line. It all started with Frostburn, and was followed by Sandstorm. You do not need to have the previous two books in order to use Stormwrack.

Stormwrack presents you with all the info you need to run a campaign where water is a dominant element, be it a seafaring adventure or an underwater one.

Inside the book you will find the chapters already well known from the previous two installments of the series: an in-depth presentation of the different terrain types encountered in aquatic areas, new races and new prestige classes, rules on using skills underwater, and new feats connected to an aquatic campaign, new spells and new monsters.

The book also presents the reader with different types of ships, both for sea and for river/lake travel, both large and small, both mundane and magical. It contains rules on spells affecting ships, and provides rules for fights on a ship, and also contains a simple system for handling naval battles.

All together I like the book, even if it contains some rules that I will hardly (if ever) use. I think that most rules are pretty well detailed, sometimes even a bit too much. DMs like me, who do not have all their spare time to prepare for adventures will find them overly complicated to be used in each step of building a water-based adventure or campaign. But they give you great ideas, and help you to bring life to your aquatic encounters, and to give your adventure that exotic taste.

I found the chapter on the aquatic terrain pretty inspiring, also liked the darfellan race, and the rules on seafaring.

I think the lowpoint of the book is the races and prestige classes session, the aventi race is too much a cliché, and most prestige classes lack that special knack that makes them irresistible to give them at least a try.

I liked the monsters and spells chapters, and while I do not think that aquatic spells will become overly popular with players, as most are only useful in a really aquatic campaign, most mosters will make regular appearances in the adventures.
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Inside This Book (learn more)
First Sentence:
Soveliss knelt in the gray mud of the cavern floor and frowned. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
leviathan hunter, coral golem, dire eels, foundering check, aventi kings, aquatic elves, swim speed increases, natural swim speed, rigging sections, run action while swimming, aquatic elf, leech swarm, deep summoning, water descriptor, piloting check, diving spider, existing spellcasting class, swim check, existing divine spellcasting class, deals bite damage each round, aquatic terrain, freshwater sensitivity, racial bonus, piranha swarm, creature that begins
Key Phrases - Capitalized Phrases (CAPs): (learn more)
Armor Class, Level Adjustment, Hit Dice, Abilities Str, Atk Options, Base Atk, Player's Handbook, Handle Animal, None Alignment, Weapon Focus, Move Silently, Tamorean Vast, Touch Target, Deep Sashelas, Special Actions, Daughters of Mahogra, Iron Will, Languages Common, Use Rope, Captain Naki, Elemental Plane of Water, Escape Artist, Feats Alertness, Great Fortitude, Power Attack
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