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991203,331 (3.31)None
The ultimate sourcebook for players wishing to explore the world of Eberron. The Explorer’s Handbook showcases the multi-continental aspect of theEberronsetting. 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. DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoringComplete Divine™ and co-authoring Races of Stone™ andUnearthed 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 forDragon®MagazineandDungeon® magazine.… (more)

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Another Eberron handbook, another decent source of information. This one is set up so it can serve equally as a handbook for players wanting more information on traveling in Khorvaire or across Eberron and as a source for DMs looking to get their players moving.

'Explorer's Handbook' goes in depth into how the various modes of transportation - airships, lightning rail, wind galleon - work, not just how much they cost. There are plans for the different ships, cabins, decks and how a character can operate them. This is a huge improvement on the sketchy details provided in the Campaign Setting

Transportation can be a serious problem with campaigns, but this book turns them into opportunities for additional interaction with guilds and organizations like the Dragonmarked houses and other more supernatural encounters. Locations covered in the book are divided into three sections : Starting Points, Midpoints, and Destinations. These are not as full of detail as I would have liked. Overall, a good addition to the supplements. ( )
  ManWithAnAgenda | Feb 18, 2019 |
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The ultimate sourcebook for players wishing to explore the world of Eberron. The Explorer’s Handbook showcases the multi-continental aspect of theEberronsetting. 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. DAVID NOONAN is an RPG designer/developer at Wizards of the Coast, Inc. Recent credits include authoringComplete Divine™ and co-authoring Races of Stone™ andUnearthed 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 forDragon®MagazineandDungeon® magazine.

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This full colour hardcover includes expanded rules for travel in Eberron, including elemental vessels. It also has several organisations, and three prestige classes. Fully half of the book, however, is taken up by 17 adventure sites - 1 each in the Frostfell, Argonnessen and Seren, 2 each in Xen'drik, Aerenal and Sarlonna, and 7 in Khorvaire. The 17th, the Crimson Ship, moves around.
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