Weapons is the theme of today’s preview of the upcoming Adventurer’s Vault. Four weapons are previewed:
Assassin’s Weapon: ongoing poison damage
Gambler’s Weapon: a random -2 to +9 to your attack roll
Opportunistic Weapon: make an additional opportunity attack (for a total of two)
Thieving Weapon: Pick the pockets of your opponent while in battle
The variety of the preview makes me hopeful that we’ll see even more fun options in the rest of the book. The Adventurer’s Vault: A Guide to Weapons, Equipment, and Treasure for Your Character goes on sale September 16th.
The Forgotten Realms excerpt today reveals the names 24 new rituals and talks about three of them in more detail.
Simbul’s Conversion (level 1): expend unused daily arcane powers to regain healing surges
Walk Crossroads (level 14): allows you and party to walk in the fey, essentially “teleporting” you to a destination up to 150 miles away (based on check result). You won’t be exactly on target though.
Raise Land (level 30): finally a kick butt mega power. Want that castle and surrounding farmland moved a few miles into the air? Well look no further than this ritual!
The Forgotten Realms Campaign Guide goes on sale today.




In a surprisingly open post,
There are two new excerpts up at Wizards. First is a series of several PDFs (why it’s not just one is beyond me) that 




















