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World Famous Comics: Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
By: David Noonan, Rich Burlew, Frank Brunner
Publisher: Wizards of the Coast
Average Rating:3.00 out of 5.00 stars
Binding: Hardcover
Label: Wizards of the Coast
Number of Items: 1
Number of Pages: 160
Publication Date: August 24, 2005
Release Date: August 11, 2005

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Explorer's Handbook (Dungeon & Dragons d20 3.5 Fantasy Roleplaying, Eberron Supplement)
List Price: $29.95
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Editorial Comments

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, preassembled 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.



Customer Reviews
Average Rating:3.00 out of 5.00 stars

4 out of 5 starsGreat book for a DM
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.



2 out of 5 starsFails to present sufficient new content. More of a DM aide.
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.



2 out of 5 starshigh 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. they all have wonderful art, a durable design, and a very pleasing interior layout. However, this book cost $30 (less on amazon) and has roughly 128 pages of text. If you're the type of gamer who is looking for an enjoyable read full of clever twists/plots/ideas; then you might also tend to gloss over the assorted charts, npcs, and worthless side notes. That brings it down to under 100 pages. Not only did WotC rip me off with this book, but they also don't have much to say about this shiny new campaign world.



4 out of 5 starsGreat additional sourcebook, full of good ideas
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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