DnD 5e HB - Strongholds and Followers - MCDM.pdf

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Writing and Design:
Matt Colville
The Siege of Castle Rend
Adventure:
James J. Haeck
Additional Design:
Lars Bakke
Editing:
Joshua Yearsley
Production:
Anna Coulter, Lars Bakke
Art Direction:
Anna Coulter, Jason Hasenauer
Graphic Design:
Thomas Deeny and Mary McLain
Layout:
Thomas Deeny
Cover font by:
Thomas Schmuck
Cover Illustration:
Conceptopolis
Illustration:
Justin Cherry, Nick De Spain, Jason Hasenauer, Zachary Madere, Stephen Oakley, Anthony Sixto,
Conceptopolis, and VOLTA
Cartography:
Jared Blando, Maxime de Plasse, and Miska Fredman
Special Thanks:
Jeff Tidball, Matt Mercer, Liam O’Brien, Charles & Tammie Ryan, Luke Crane, Geoff Chandler, and
Steve Goldstein.
On the cover:
Lady Avelina, Knight of the Coals, returns to Castle Dalrath to deliver her report to the Baron.
MCDM Productions is:
Lars Bakke:
Development
Jerod Bennett:
Technology
Matt Colville:
Writing and Design
Anna Coulter:
Production
Reach out to us on...
The
@helloMCDM
Twitter
The Community Discord:
http://bit.ly/MCDM-Discord
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and not Open Content: The Inexorables, The Court of All Flesh, The Court of Arcadia, Alloy the City of Four
Elements, the Knights of Axiom, Lady Avelina Knight of the Coals, Korsoth Vastikan, Maladar Dictum, Bonebreaker Dorokor, Sir
Pelliton the Star Knight, the Knights of Three Roses, Gravesford, Castle Rend, Lord Saxton, Irdizavonax, Corovaxinar, Orvosortiax,
Lady Eweshtleth, Lady Czorgan, Lady Sariel, the Temple of Primordial Chaos, Vorsorikax the Far-Sighted, Monarchon, Mantis
Knight, Orchid Count, Oleander Dragon, Ash Marshal, Sidereal Vizier, Lord Rall, Baron Malgas, Uursovk and all Trademarks,
registered trademarks, proper names (characters, place names, monsters, organizations, etc.), dialogue, plots, story elements,
locations, characters, artwork, graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game
Content are not included in this declaration.)
Open Game Content:
Appendix One: Warfare,
which is clearly defined in this book, is Open Game Content as described in Section
1(d) of the License. No other portion of this work may be reproduced in any form without permission.
First Printing:
December 2018 (This printing does not include corrections. The most up-to-date version will always be the PDF,
which will be continuously revised until we can’t bring ourselves to revise it no more.)
ISBN:
978-0-578-40962-7
© 2018 MCDM Productions, LLC
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Dedicated to the 28,918 Kickstarter backers who funded this book and
the 3,114 testers who helped make it suck less. We really hope you like this book!
“Big things have small beginnings.”
—Robert Bolt,
Lawrence of Arabia
screenplay
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FOREWORD
In 1985 I was fifteen and a sophomore at Cypress High School, and I spent the year in my computer science
class with Brad Thomas and Chris Steele talking about Elric and the Black Company and the Incarnations of
Immortality. They were friends outside of school, part of a larger group, but I was still hanging out with the kids
I grew up with in my apartment complex. I knew Chris and Brad played board games and roleplaying games,
and I wanted in.
At the end of the school year I signed their yearbooks: “If you guys get together to play games, give me a call.”
They did. About thirty seconds later, they were my best friends. It changed my life.
We spent that summer playing board games and RPGs and going to the mall, and the arcade, and hanging out
at the pool. It’s a time and place that has now been immortalized and paid homage to in popular fiction. When I
want to connect with my mother’s formative years, I watch
American Graffiti,
filmed one town over from where
she grew up. Folks looking for that same experience for my generation’s formative years watch
Stranger Things.
It was easy for an adult back then watching us sitting around Dave Miles’ pool table rolling strange dice, lis-
tening to Rush, and pretending to be elves to imagine we were wasting our time. And not just adults, a lot of our
peers felt the same way. But I never did. I knew something worthwhile and remarkable would come out of the
hobby: a lifetime of creativity and memories and shared experiences doing something amazing with my friends
whom I loved. You don’t need YouTube or Kickstarter, it’s reward enough just ending up at the end of your life
being able to look back on the worlds you created and shared with your friends and the heroic adventures
you undertook. The hobby isn’t a means to an end, it is an end unto itself. And while the places and events and
people and things we create and meet in our secondary worlds are not real, one thing is.
Dreams are not real. Nothing that happens in a dream is real. With one exception. Chris Nolan wrote a whole
movie about it.
Inception
takes place in dreams but it’s about movies. It argues that while all these people and places and
events are not real, something in film is. The emotions you feel watching a movie are real. That’s what gives
them meaning and value. When I watch
Casablanca
I fall in love with Ilsa every time. Generations of kids
watched
The Adventures of Robin Hood
and ran outside play-swordfighting. Because the emotions you feel at the
movies are real. Inception is using dreams to make a point about movies. And, I argue, RPGs.
Don’t let anyone tell you the hobby is a waste of time. Tell your friends you’re going to get together and play
tonight. Tell them you’re going to do something real.
SINE QUA NON
Thanks to Chris Ashton and Phil Robb for running the best game development studio in the business. The work
we did together was real and vital.
Thanks to Robert Djordjevich for giving me my first break in video games, and the rest of the Pandemic Group:
Austin Baker, Wallace Huang, Chad Nicholas, Larra Paoilli, and Jeff Vaughn.
Thanks to Christian Moore and Owen Seyler for giving me my first job in games and for being great mentors.
And thanks to everyone else at Last Unicorn: Ross Issacs, George Vasilakos, Jay Longino, Inman Young, Charles
and Tammie Ryan, Jess Heinig, Jeff Tidball, Ken Hite, and Steve Long.
Thanks to Anna and Jerry and Lars for taking a crazy chance on MCDM.
Thanks to Mike Mearls, Chris Perkins, Jeremy Crawford, and the rest of the 5E DevTeam for synthesizing forty
years of RPG design into something new and fresh and fun to play and fun to design for.
And, lastly, my original GMs: John Mara, Brad Thomas, and Matt Thomas. The lessons they taught me from ’85 to
‘92 still pay off. And to the rest of The Group: Jim Murphy, Dave Miles, Mark Hobbs, Devlon and Geoff, Chris and
Craig, Jeff Houston, Matt Clyker, Paul LaPorte, Robert Harris, Travis Vail.
—Matthew Colville
Irvine, September 2018
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