Download Sword Coast Adventurer’s Guide PDF Free 2015 (Drive)

Download Sword Coast Adventurer’s Guide PDF Free 2015 (Drive)

is the most famous version in the series of publisher Wizards RPG Team

Additional Information

Category
Edition
1st
Author
Wizards RPG Team
Pages
159
All Devices All Devices 159 DnD
Size
22.24 MB
Published
2015
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4.7 ( 961 ratings )
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Download Sword Coast Adventurer’s Guide PDF Free 2015 (Drive)

 By

Wizards RPG Team


Sword Coast Adventurer's Guide PDF

Sword Coast Adventurer’s Guide PDF

“Explore the Sword Coast in this

 campaign Sourcebook for the world’s

 Greatest roleplaying game”


Hello Guys Welcome to Website PDFMaze.com. Today we are here with any amazing roleplaying game Sword Coast Adventurer’s Guide PDF by Wizards RPG Team.  You can easily Download this PDF File for Free From our website. We have uploaded this PDF file in our Google Drive which means this will start downloading immediately when you click on Download Now Button bellow without any redirection process unlike other websites.


About The Sword Coast Adventurer’s Guide PDF Book:

 

Get everything you need to adventure in the Forgotten Realms on the exciting Sword Coast, home to the cities of Baldur’s Gate, Waterdeep, and Neverwinter. Crafted by the scribes at Green Ronin in conjunction with the Dungeons & Dragons team at Wizards of the Coast, the Sword Coast Adventurer’s Guide PDF provides D&D fans with a wealth of detail on the places, cultures, and deities of northwestern Faerûn.

The Sword Coast Adventurer’s Guide PDF is also a great way to catch up on recent events in the Forgotten Realms, to get background on locations featured in the Rage of Demons storyline coming in September, and to learn the lore behind video games like Neverwinter and Sword Coast Legends.

Here are just a few of the features you’ll find in the Sword Coast Adventurer’s Guide :

·  Immersive Adventuring: This campaign sourcebook provides players and Dungeon Masters material for creating vibrant fantasy stories along the Sword Coast.
 
·  New Character Options: The book offers new subclass options, such as the Purple Dragon Knight and the Swashbuckler, for many of the classes presented in the Player’s Handbook , as well as new subraces and backgrounds specific to the Forgotten Realms.

·  Adventure in the Forgotten Realms: Discover the current state of the Forgotten Realms and its deities after the Spellplague and the second Sundering. You’ll also get updated maps of this area of the Realms.

·  Compatible with Rage of Demons storyline: Make characters for use with the Out of the Abyss adventure and fight back the influence of the demon lords in the Underdark below the Sword Coast.

·  Insider Information: Learn the background behind locations, such as Luskan and Gracklstugh, featured in the upcoming digital RPG, Sword Coast Legends , from n-Space.

With new character backgrounds and class options, players will love the storytelling possibilities of playing a noble of Waterdeep, an elf bladesinger, or one of the other new options, while Dungeon Masters will relish a book full of mysterious locations and story hooks to keep players adventuring on the Sword Coast for years to come.

Sword Coast Adventurer’s Guide PDF will take you to the land of Faerûn. Here this land has a long civilization”


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Welcome to realarms:

In the world of toril,  between the windswept Sea of Swords to the west  and the mysterious lands of Kara-Tur  to the east, lies the continent of Faerun. A place of varied cultures and races, 

Faerun is dominated by human lands, be  they kingdoms, city-states, or carefully maintained alliances of rural communities. Interspersed among the lands of humans are old dwarven kingdoms  and hidden elven enclaves, assimilated populations of  gnomes and halflings, and more exotic folk.  

A great deal of adventure is to be had in the Realms,  for those willing to seek it out. The routes between cities  and nations often cross into the territory of brigands or  marauding humanoids. Every forest, swamp, and mountain range has its own perils, whether lurking bandits,  savage ores and goblinoids, or mighty creatures such as giants and dragons. Ruins dot the landscape and the caverns that wind beneath the surface. In these places,  treasures of every living race- and a number of dead  ones- wait for adventurers intrepid enough to come and claim them. 

Faerfin is filled with rich history and wondrous tales  of adventure and magic,but the lifeblood of its common  People are agricultural and trade. Most rural folk depend  on farming to eat, and Faerunians who live in cities ply  skilled trades or use brawn to earn their keep, so they 

can purchase the goods and food provided by others. News and gossip are carried between population centers by caravans and ships that bring in supplies for  trade and by traveling bards and minstrels who recount (or invent) stories to inform and entertain people in taverns, inns, and castles. Adventurers also spread news while also creating it! 

The common folk of Faerun look on adventurers  with a mixture of admiration, envy, and mistrust. Folk  believe that any stalwarts willing to risk their lives on  behalf of complete strangers should be lauded and rewarded.  But such adventurers, if they become successful, amass wealth and personal status at a rate that  Some people find it alarming. Even people who admire  these adventurers for their energy and their acts of valor might have misgivings: what horrors will be unleashed if adventurers, heedless or unknowing of the  danger, unlock a ruin or a tomb and release an ancient  evil into the world?

Most of the people who populate the continent have  little or no knowledge of lands outside Faerun. The  most educated among the populace agree that Faerun  is but one continent and that Tori! is the whole of the  world, but for the majority of people, who don’t experience intercontinental travel or extraplanar exploration, \Faerun\ is more than large enough of a concept for  them to comprehend.  Except in the most remote or insular places, 


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Faerun Loans are accustomed to seeing people of different cultures, ethnicities, and races. Only in the most cosmopolitan areas does such casual acceptance extend to evil  humanoid races-such as goblinoids, ores, and Except in the most remote or insular places,  drow- to say nothing of even more dangerous creatures.  Adventurers tend to be more tolerant, accepting exiles, misfits, and redeemed folk from strange lands and with unusual shapes.

Sword Coast Adventurer's Guide pdf

Sword Coast Adventurer’s Guide pdf

The sword coast and the north coast:

Running along the Sea of Swords from north of Arnn to the Sea of Moving Ice, the Sword Coast is a narrow band of territory dominated by the city-states of the area that use the sea for trade. For most who care about such things, the area is delimited by Neverwinter in the north and Baldur’s Gate in the south, but territory farther to the north and south that isn’t under the sway of a more influential power is usually also included in maps of the Sword Coast. 

More broadly, the North refers to all the territory north of Arnn, split into two general regions: the Western Heartlands and the Savage Frontier. The Western Heartlands encompasses a narrow strip of civilization running from the Sunset Mountains to the Sea of Swords, and northward from the band of territory marked by the Cloud Peaks and the Troll Mountains to the Trade Way. The Savage Frontier is the name given  to the rest of the unsettled or sparsely settled territory in the North, not including major cities and towns and any settlements in their immediate spheres of influence. 

Running along the Sea of Swords from north of Arnn to the Sea of Moving Ice, the Sword Coast is a narrow band of territory dominated by the city-states of the area that use the sea for trade. For most who care about such things, the area is delimited by Neverwinter in the north and Baldur’s Gate in the south, but territory farther to  the north and south that isn’t under the sway of a more influential power is usually also included in maps of the Sword Coast. 

More broadly, the North refers to all the territory north of Arnn, split into two general regions: the Western Heartlands and the Savage Frontier. The Western Heartlands encompasses a narrow strip of civilization running from the Sunset Mountains to the Sea of Swords, and northward from the band of territory marked by the Cloud Peaks and the Troll Mountains to the Trade Way. The Savage Frontier is the name given to the rest of the unsettled or sparsely settled territory in the North, not including major cities and towns and any settlements in their immediate spheres of  influence.


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