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Stormwrack: Mastering the Perils of Wind and Wave (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Environment Supplement) Hardcover – August 1, 2005


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Product Details

  • Hardcover: 224 pages
  • Publisher: Wizards of the Coast (August 1, 2005)
  • Language: English
  • ISBN-10: 0786936894
  • ISBN-13: 978-0786936892
  • Product Dimensions: 8.6 x 0.7 x 11 inches
  • Shipping Weight: 2 pounds
  • Average Customer Review: 4.4 out of 5 stars  See all reviews (18 customer reviews)
  • Amazon Best Sellers Rank: #142,162 in Books (See Top 100 in Books)

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™.

Customer Reviews

Races are getting as bad Prestige Classes.
Robert J Defendi
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.
Derek M. Koch
If you DM and plan to do your writing for the campaign, these books are an excellent way to add flavor to your campaign.
Kaiser Sosay

Most Helpful Customer Reviews

39 of 41 people found the following review helpful By MICHAEL BEAVERS on August 20, 2005
Format: 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.
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27 of 30 people found the following review helpful By Derek M. Koch on September 27, 2005
Format: 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.
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6 of 7 people found the following review helpful By Peter Craig on September 5, 2005
Format: 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.
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