Sample File Sample File Encyclopaedia Arcane Illusionism Joseph Miller

Total Page:16

File Type:pdf, Size:1020Kb

Sample File Sample File Encyclopaedia Arcane Illusionism Joseph Miller Sample file Sample file Encyclopaedia Arcane Illusionism Joseph Miller Contents Credits Editor 2 Introduction Paul Tucker 4 Illusionism - An Overview Cover Art Anne Stokes and Ralph Horsley 5 Illusionist Paths Interior Illustrations Andrew Jordan, Brent Chumley, Danilo Moretti, 6 Orthodox Illusionism David Esbri, Fred Rawles, Gilian Pearce, Marcio Fiorito, Nathan Webb, Patricio Soler, Reynaldo 25 Unorthodox Illusionism Batista, Sarwat Chadda, Stephen Shepherd, Tony Parker 40 Unaligned Illusionists Production Manager 47 Lords of Illusion Alexander Fennell Proof Reading 57 Rose Coloured Glasses Tim Dedopulos 60 Designer’s Notes Playtesters SampleSteve Mulhern, file James Sparling, Shannon Sparling, Jimi 61 Rules Summary Braun, Michelle Braun, Jason Thornton, Mark Howe, Daniel Scothorne, Mark Sizer, Michael Young, Mark 64 Short Story Billanie, Daniel Haslam, Jamie Godfrey, Alan Moore Open Game Content & Copyright Information Encylopaedia Arcane – Illusionism is ©2002 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Encylopaedia Arcane – Illusionism is presented un- der the Open Game and D20 Licences. See page 64 for the text of these licences. All game mechanics and statistics derivative of Open Game Content and the System Refernce Document are to be considered Open Gaming Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System Licence version 3.0. A copy of this Licence can be found at www.wizards.com. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission. Printed in the UK. Mongoose Publishing Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom [email protected] Visit the Mongoose Publishing website at www.mongoosepublishing.com for additional rules and news INTRODUCTION of credence that is inherently necessary for most Introduction illusions to fulfil their purpose. Illusions are not just llusionism has always been seen as a weaker meant to be seen, heard, smelt, tasted and felt by form of magic, a school to be ridiculed rather others, but must be also be believed. In fact, most Ithan studied by most self-respecting mages. illusions depend upon the belief of a witness in order However, this tome shall reveal that illusionism is to achieve their purpose. It is because of this that neither to be scoffed at nor to be trifled with. In most illusionists do not simply create illusions, but fact, illusionism can be quite potent in the hands of instead craft them with an eye towards realism. those who delve into its deepest secrets. At its roots, illusionism deals with the age-old conundrum of There are, however, non-traditional ways of using perception versus reality, and it is this mystery that illusionism in such a manner that it becomes possible an illusionist bends his mind towards understanding. to create quasi-real objects and effects that can affect Illusionism – Behind the Smoke and Mirrors even disbelievers. This area of study is known as will bring the enigma of illusion to the fore and unorthodox illusionism, but more can be done with provide a new perception of the magic that so many shadows than most mages know or care to admit – a underestimate and ignore. fact that we will delve into later in this book. At its heart, illusionism is the art of deception, be it benign or malicious in nature. It alters another’s Encyclopaedia perceptions and tricks their senses. Those affected by illusions see, hear, smell, taste and feel things Arcane that are not there. Some illusionists also explore the Illusionism – Behind the Smoke and Mirrors is the realm of shadow magic, which allows them to create 10th book in the Encyclopedia Arcane series. It quasi-real things to be seen, heard, smelt, tasted presents a new school of magic for Games Masters and felt. It is hoped that this tome shall enlighten and players. Designed for easy integration with any its readers in both the art of orthodox illusionism fantasy-based D20 game system, the Encyclopedia – that of figments, glamours, patterns and phantasms Arcane series presents a fresh way of looking at – and the secrets of shadow magic, also known as magical effects. These books contain all of the rules unorthodox illusionism. players and Games Masters alike need to integrate this new school into their existing game worlds. Illusionism is perhaps the most artisticSample school of file magic. To be a successful illusionist, one must have an understanding of how to craft illusions into Illusionism – believable and engaging images. Over the course Smoke and Mirrors of their studies many illusionists make a point to This sourcebook is meant to give both players and examine their surroundings and to note how the Games Masters insight into the world of illusionism, world interacts. They note how the lighting of its benefits, and its dangers. Within this tome the room affects the appearance of others. They you will find chapters dedicated to an overview scrutinise how shadows dance upon the ground under of illusionism. The pages within also include an a flickering light. They study the subtle hues of color in-depth look at dementia magic, its mechanics, that although rarely noticed add immensely to the and effects. New prestige classes, feats of illusion, believability of an illusion. Illusionists also analyse illusory spells and magical items are also held the structure and movement of everything from within the bounds of this book. Finally, there is a humanoids to insects to plants. They note the effects chapter dedicated to help Games Masters deal with of sight, sound, aroma, taste and touch on all these illusionism in their own campaigns. things. One might ask why do they do this? Most illusionists would respond that it is done so that they might better mimic all these things with their magic, and rightly so. Another difference between orthodox illusionism and many of the other forms of magic is the element 2 INTRODUCTION ‘Profio!’ Profio snapped to attention as his sergeant entered the barracks. ‘Yes, sir!’ Sergeant Frumentii glazed at his newest recruit like he was a maggot on a piece of dung. ‘So private Profio, I have been looking at your recommendations. Quite impressive for a wet behind the ear, piece of puss. So it says here that you want to become a mind reaver. Is that so private Profio?’ Profio nodded, ‘Yes, sir.’ ‘And why perchance would a spoon feed, porridge face, book worm like yourself want to do that?’ Profio felt his breakfast try to climb out of his stomach and out onto the floor. His head swam for a moment and he thought he might join his breakfast there, but the moment passed and Profio still had his breakfast and still stood before his sergeant. ‘Did you hear me private Profio?’ asked the sergeant with a growl. ‘Yes, sir!’ answered Profio. ‘Then spit it out, boy!’ ‘Sir,’ Profio said, the knot in his throat loosing. ‘I am the grandson of Thurgus Flint and I figured the best way to learn about my grandfather was to following in his footsteps.’ Sergeant Frumentii cocked an eyebrow at Profio, ‘DamnSample boy, there are file easier ways to learn about your grandfather! Plenty of musty books back at that college of yours!’ ‘But sir,’ replied Profio. ‘I do not care about what the scholars have to say about him, I care about the man behind those musty pages. I care about the man who gave me this!’ Profio bent down and lifted a scabbard from his bed. He drew a sword from it and along the sword’s steely length phantasmal images curled. Profio felt his palms sweat as he held the sword. The grizzled sergeant’s eyes narrowed and he said, ‘Follow me, private Profio. I’ll show you what your grandfather was, but I do not promise that you will like what you find!’ 3 ILLUSIONISM – AN OVERVIEW Illusionism – Illusionism – The Five Forms There are five forms that an illusionist can give to An Overview shadow energy. The initial four of these forms fall here are two prevalent schools of influence in under the study of orthodox illusionism. The first the discipline of illusionism, orthodox of these is known as the figment, which creates a Tillusionism and shadow magic, referred to counterfeit and independent sensation. The second hereafter as unorthodox illusionism. Though these is known as the glamour, which alters how a subject schools are not mutually exclusive, most illusionists is perceived. The third form is called the pattern; are inclined towards one or the other. Those apt to it creates an external image that affects the minds practice orthodox illusionism are frequently more of those viewing it. The fourth is given the name interested in the artistic aspect of illusions and seek phantasm, and produces an internal mental image to create an artful fiction, while those who favour that affects the minds of those perceiving it. The unorthodox illusions are usually enthralled with the final mode of illusionism falls under the auspices philosophic facet of illusionism and seek to make of what is known as unorthodox illusionism. This a sensible and quasi-real phenomenon. It should method uses shadow energy to create a phenomenon be noted, however, that no matter which school of that can have real effects.
Recommended publications
  • Dragon #366.Pdf
    ISSU E 366 | AU G U ST 2008 TM A D ungeons® R oleplaying & D ragons Game Supplement Contents FEATURES 5 MITHRENDAIN, CITADEL OF THE FEYWILD By Rodney Thompson 5 The eladrin are some of the least understood creatures in the world, yet their culture is as deep and storied as any. Get a glimpse into an eladrin city with Mithrendain. 17 WISH UPON A STAR By Bruce R. Cordell Warlocks are a mysterious bunch, but few are as misunderstood as those of the Star Pact. 26 RITUALLY SPEAKING 26 By Peter Schaefer What caster wouldn’t want more rituals? Dig into this feature and discover a number of new ritual options. 34 TRAPPED! By Matthew Sernett What dungeon doesn’t need a good trap or three? In addition to new traps, check out the advice and information on using traps in your game. 34 41 ROSE KEEP: A RED WIZARD ENCLAVE By Bruce R. Cordell The Red Wizards were once a highly coordinated group, but those days are gone. Look inside one of the new Red Wizard enclaves here. 50 GONTAL 41 By Bruce R. Cordell and Ed Greenwood COLUMNS The Realms of 4th Edition have new life this month. The region of Gontal, previously unexplored, is detailed here. 53 CHARACTERS OF WAR 4 EDITORIAL By David Noonan Looking to start up your Scales of War 78 DESIGN & DEVELOPMENT: THE 100 YEAR LEAP campaign? Consider offering these backgrounds By Phil Athens and Bruce R. Cordell to your players for their new characters. Phil and Bruce discuss the philosophy behind the 53 Forgotten Realms timeline shift, as well as other critical 63 THE BLOODGHOST SYNDICATE decisions regarding the new Realms.
    [Show full text]
  • Drow War Book Three: the Darkest Hour ©2006 Mongoose Publishing
    Written By Adrian Bott Editor RPG Manager Richard Ford Ian Belcher Production Manager Layout Alexander Fennell Matt Sharp Proofreading Cover Artwork Ron Bedison Anne Stokes Sample file Playtesters Interior Artwork Tanya Bergen, Mark Gedak, Andrew Caputo, Vitor Ishimura, Ryan Kelln, Patrick Kossmann, Celso Mathias, Chad Sergesketter Kent Little and Murray Perry and Carlos Silva Open Game Content & Copyright Information The Drow War Book Three: The Darkest Hour ©2006 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. The Drow War Book Three: The Darkest Hour is presented under the Open Game and d20 Licences. See page 256 for the text of the Open Game Licence. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content and the System Reference Document are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards. com/d20. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, Inc.
    [Show full text]
  • Drow Magic Patrick Younts Contents Credits
    Sample file Encyclopaedia Arcane Drow Magic Patrick Younts Contents Credits Introduction 2 Editor Richard Neale Drow Magic – An Overview 3 Studio Manager Ian Barstow The Drow Dark Weaver 7 Cover Art Prestige Classes 15 Anne Stokes Drow Magic Feats 25 Interior Illustrations Drow Spells 29 Alejandro Villen Black Ceremonies 46 Production Manager Alexander Fennell Help for Games Masters 60 Sample file Proofreading Designer’s Notes 62 Ashley Tarmin & Mark Quennell Dark Weaver Spell List 63 Playtesting Mark Howe, Daniel Scothorne, Mark Sizer, License 64 Michael Young, Mark Billanie, Daniel Haslam, Jamie Godfrey, Alan Moore Open Game Content & Copyright Information Encyclopaedia Arcane – Drow Magic ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Encyclopaedia Arcane – Drow Magic is presented under the Open Game and D20 Licences. See page 64 for the text of the Open Game Licence. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content and the System Reference Document are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards.com/d20.
    [Show full text]
  • Dragon Anniversary: Return to the Nine Hells by Rich Baker Illustrations by Jack Crane, Anne Stokes, Warren Mahy, Daarken, Carl Frank, Thomas M
    Dragon Anniversary: Return to the Nine Hells By Rich Baker Illustrations by Jack Crane, Anne Stokes, Warren Mahy, Daarken, Carl Frank, Thomas M. Baxa, Eric Deschamps, and Dave Allsop In 1983, Ed Greenwood laid out the D&D game’s the iron streets of Dis, or battled for their lives in the first great vision for extraplanar adventure in a two- frigid wastes of Stygia. The master villain of many part article appearing in Dragon issues 75 and 76. an adventure waited for the heroes in some hellish Before “The Nine Hells” articles, all that we knew retreat . or in fact turned out to be one of the arch- about Hell in the world of Dungeons & Dragons devils in person. is that it had nine levels and was home to the race To this day, the layers of Avernus, Dis, Minauros, of devils (and a few stray lawful evil gods). But in Phlegethos, Stygia, Malbolge, Maldomini, Cania, and Dragon 75, Ed Greenwood took us all on an unfor- Nessus remain the best known of all the outer planes. gettable tour, filled with vistas of infernal grandeur Ask any D&D player what the first layer of Acheron and dozens of the most fully realized villains to be is like or what the names of the Seven Heavens are, found anywhere in the multiverse. It all began with and you’ll probably get a blank stare. But every true a wonderful full-page illustration of two heroes D&D fan knows that you’ll run into fireballs and standing over the smoking corpse of a barbed devil, spined devils on the plains of Avernus, that Geryon and perhaps the biggest, boldest, and most purely was once the lord of Stygia, and that gelugons—or epic call to action ever written for a D&D game: I ice devils—haunt Cania, the frigid eighth hell.
    [Show full text]
  • Open Grave Secrets of the Undead™
    Open Grave Secrets of the Undead™ ROLEPLAYING GAME SUPPLEMENT Bruce R. Cordell • Eytan Bernstein • Brian R. James • Robin Laws • John Snead Open Grave_Ch00.indd 1 10/29/08 10:48:28 AM CREDITS Design Cover Illustration Bruce R. Cordell (lead), Chris Seaman Eytan Bernstein, Brian R. James, Robin Laws, John Snead Graphic Designer Additional Design Emi Tanji, Breanne Miller Logan Bonner, Bart Carroll Interior Illustrations Development Thomas M. Baxa, Mark Behm, Steven Belledin, Daarken, Stephen Radney-MacFarland (lead), Julie Dillon, Tomás Giorello, Goran Josic, Mazin KassisKassis, Peter Schaefer, Mike Mearls Matthias Kollros, Jake Masbruch, Peter McKinstry, Mats Minnigan, Sean Murray, Axel Rator, Wayne Reynolds, Editing Daniel Rudnicki, Amanda Sartor, Angga Satriohadi, Julia Martin (lead), Georgi “Calader” Simeonov, Soutchay Soungpradith, Greg Bilsland, Michele Carter, M. Alexander Jurkat David Sourwine, Anne Stokes, Amelia Stoner, Francis Tsai, Derk Venneman, Anthony Waters, Managing Editing Bruno Werneck, Eric L. Williams Kim Mohan Cartographer Director of R&D, D&D Games/Book Publishing Mike Schley Bill Slavicsek Publishing Production Specialist D&D Story Design and Development Manager Erin Dorries Christopher Perkins Prepress Manager D&D System Design and Development Manager Jefferson Dunlap Andy Collins Imaging Technician Art Directors Sven Bolen Peter Whitley, Jon Schindehette Production Manager Special Thanks to Brandon Daggerhart, keeper of Shadowfell Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the later editions by David “Zeb” Cook (2nd Edition); Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition).
    [Show full text]
  • Fist Mourning
    by Robert J. Schwalb illustrations by Gonzalo Flores, Goran Josic, ooff Howard Lyon, and Anne Stokes Fiistst Moourningurning ✦ An adventure for 10th-level characters cartography by Mike Schley TM & © 2009 Wizards of the Coast LLC. All rights reserved. Januaryar y 20092009 | DUNGEONDUNGEON 162162 4 Fist of Mourning While lords and heroes alike look to the brimming war spilling across the lands, evil blossoms in places unexpected. With the realm, and possibly the world, teetering on destruction’s precipice, new factions rise to work their wickedness. One such menace is the Cult of Exquisite Agony, a disturbed cabal dedicated to perfect- ing mortal flesh by infusing it with the essence of chaos to make it more adaptable, stronger, faster, and better. Gathering in a fallen hero’s tomb high in the Stone- home Mountains, this cult commits horrific acts hidden from those who cannot comprehend their effort’s mag- nificent end. Though careful to avoid attention, success’s proximity has made them sloppy, and their deeds leave traces those with courage and resolve can follow. “Fist of Mourning” is a DUNGEONS & DRAGONS® adventure for five 10th-level characters. Although designed as a short scenario for adventuring parties participating in the “Scales of War” adventure path, you can adapt it for use in any mountainous region of any game world and for any campaign. BBACKGROUNDACKGROUND The Cult of Exquisite Agony blossomed and withered succumbed to insanity and malice, turning against while he consumed it. So he ate plenty and often. It many times over the centuries, rising in power, but each other in an orgy of violence.
    [Show full text]
  • Sample File GraEn Hill Border Or
    This Book Might Just Save Your Life The Slayer’s Guide to Hobgoblins is the first in a new series of comprehensive sourcebooks from Mongoose Publishing. It features extensive information on the military race of Hob- goblins, from their complex tribal structure to their very efficient methods of waging war. Games Masters will find a huge amountSample of new file material they can incorporate into their existing campaigns, allowing them to portray hobgoblins with incredible depth. Players will find each Slayer’s Guide to be an invaluable tool for their survival, giving them that necessary vital edge. FOR GAMES MASTERS AND PLAYERS ALIKE Requires the use of the Dungeons and Dragons® Player’s Handbook, Third Edition, published by Wizards of the Coast® Mongoose Publishing www.mongoosepublishing.com US $ 7.99 Sample file Graven Hill border fort N W E S Sample file The Slayer’s Guide To Hobgoblins Matthew Sprange Table of Contents Credits Introduction Editor Alexander Fennell Hobgoblin Physiology Habitat Cover Art and Layout Hobgoblin Society Anne Stokes 7 Methods of Warfare Interior Illustrations Role-Playing with Chris uilliams, Anne Stokes, Nathan Webb Hobgoblins Scenario Hooks And Additional Text Ideas Teresa Capsey, Mack rewer, Garrick Peterson Hobgoblins as Player Graphic DesignLogo Characters Anne Stokes, Ulrik Witchass Graven Hill Fort Hobgoblin Reference Proof-Reading List Sample fileIan arstow Open Game Licence Special Thanks D Licence ohn Sprange, ames Wallis, The Wheatsheaf Open Game Content & Copyright Information The Slayer’s Guide to Hobgoblins is Mongoose Publishing. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. The Slayer’s Guide to Hobgoblins is presented under the Open Game and D Licences.
    [Show full text]
  • Character Portraits: Fantasy Heroines
    Character Portraits: Fantasy Heroines Contents Credits 2 Introduction Editor: Ian Barstow 3 Assassins 4 Barbarians Cover Art: Anne Stokes, Larry Elmore 6 Bards 8 Clerics Interior Illustrations: Chad Sergesketter, David Griffiths, Anne Stokes, Marcio Fiorito, 10 Druids Steven Cook, Alejandro Villen, Danilo 12 Fighters Moretti, Carlos Henry, Patricio Soler, Eric 14 Monks Bergeron, Shane Coppage, Gillian Pearce, 16 Paladins Sarwat Chadda, Andrew Jordan, Renato 18 Rangers Guedes, Rene Brandt, Brent Chumley, Fred 20 Rogues Rawles 22 Magic Users 24 Psions Production Manager: Matthew Sprange 25 Commoners 26 License Proof-Reading: Ted Chang Sample file Open Game Content & Copyright Information Character Portraits: Fantasy Heroines is ©2003 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Character Portraits: Fantasy Heroines is presented under the Open Game Licence. See page 26 for the text of this licence. All artwork and text, with the exception of the colour images on the cover are considered to be Open Game Content. All rights reserved. If you have any questions on the Open Game Content of this product please contact Mongoose Publishing. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Mongoose Publishing Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom [email protected] Visit the Mongoose Publishing website at www.mongoosepublishing.com for regular updates. 1 INTRODUCTION ASSASSINS INTRODUCTION Whenever you create a new character sheet, one item human fighter? Why not look at a few of the half-orcs always seems to get neglected – the character’s portrait.
    [Show full text]
  • Manual-Of-The-Planes.Pdf
    Adventure Beckons Through Planar Portals Beyond the mortal world awaits great peril, power, and adventure. Welcome to the planes! With this book, you can explore the magical realms of the Feywild, the haunted lands ™ of the Shadowfell, the divine dominions of the Astral Sea, and Manual of the Planes the savage maelstrom of the Elemental Chaos and the Abyss. Every plane offers unique adventuring locations filled with unparalleled dangers and fantastic features. This supplement for the Dungeons & Dragons® Roleplaying Game explores the planes of existence, including the Feywild, the Shadowfell, the Astral Sea, and the Elemental Chaos. In addition to planar monsters and hazards for Dungeon Masters, this book features new paragon paths, feats, rituals, and magic items for players looking for an edge when adventuring in the planes. M anual of the For use with these 4th Edition Dungeons & Dragons® core products: P ® ® Player’s Handbook Dungeon Master’s Guide lanes Monster Manual® D&D® Miniatures ™ D&D Dungeon Tiles ™ ISBN: 978-0-7869-5002-7 ROLEPLAYING GAME SUPPLEMENT EAN Richard Baker • John Rogers • Robert J. Schwalb • James Wyatt Sug. Retail: U.S. $29.95 CAN $34.00 Printed in the U.S.A. 218937200 Manual of the Planes™ ROLEPLAYING GAME SUPPLEMENT Richard Baker • John Rogers • Robert J. Schwalb • James Wyatt 4E_ManOPlns_Ch00.indd 1 9/23/08 5:01:14 PM CREDITS Designers Graphic Designers Richard Baker (lead), Soe Murayama John Rogers, Robert J. Schwalb, James Wyatt Interior Illustrations Additional Design Rob Alexander, Dave Allsop, Steve Belledin,
    [Show full text]
  • Encyclopaedia Arcane Drow Magic Patrick Younts Contents Credits
    Encyclopaedia Arcane Drow Magic Patrick Younts Contents Credits Introduction 2 Editor Richard Neale Drow Magic – An Overview 3 Studio Manager Ian Barstow The Drow Dark Weaver 7 Cover Art Prestige Classes 15 Anne Stokes Drow Magic Feats 25 Interior Illustrations Drow Spells 29 Alejandro Villen Black Ceremonies 46 Production Manager Alexander Fennell Help for Games Masters 60 Proofreading Designer’s Notes 62 Ashley Tarmin & Mark Quennell Dark Weaver Spell List 63 Playtesting Mark Howe, Daniel Scothorne, Mark Sizer, License 64 Michael Young, Mark Billanie, Daniel Haslam, Jamie Godfrey, Alan Moore Open Game Content & Copyright Information Encyclopaedia Arcane – Drow Magic ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Encyclopaedia Arcane – Drow Magic is presented under the Open Game and D20 Licences. See page 64 for the text of the Open Game Licence. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content and the System Reference Document are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards.com/d20.
    [Show full text]
  • An Atlas of Arrasia
    AN ATLAS OF ARRASIA By Keith Robinson CREDITS Author: Keith Robinson Layout & Design: Keith Robinson Editor: Keith Robinson Cartography: Keith Robinson Cover Design: Anne Stokes © The Kyngdoms 2005. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden. The Kyngdoms, The Kyngdoms logo and The Kyngdoms Campaign Setting are trademarks of The Kyngdoms. All proper names, characters, places, items, art and text herein are copyrighted by The Kingdoms. All rights reserved. “D20 System” and the D20 System logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the D20 System License version 6. A copy of this License can be found at www. wizards.com/d20. Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wiz- ards of the Coast, Inc. in the United States and other countries and are used with permission. The mention of or reference to any company or product in these pages is not a challenge to the trade- mark or copyright concerned. © The Kyngdoms 2005 This book uses supernatural ideas and themes. All such elements are fictional and supplied here A whole new world... for entertainment purposes only. Visit The Kyngdoms online at http://www.thekyngdoms.com The Kyngdoms Atlas of Arrasia INTRODUCTION City of Karnish (49 G1). The first number tells you which page you need to turn to (in this example, page 49), while the second (a letter followed by a number) is rrasia represents the material plane in The the grid co-ordinates on the map grid. In this case, find Kyngdoms cosmology and is where most of the letter G on the ‘x’ axis (along the top of the map) your adventures will take place.
    [Show full text]
  • Infernum – Book of the Conqueror ©2005 Mongoose Publishing
    Contents Gareth Hanrahan Credits Contents Editor Richard Ford The Conqueror 2 Cover Art Introduction 13 Tony Parker To Rule in Hell 14 Logo & Cover Design Anne Stokes Basic Structures 32 Interior Illustrations Fortresses 39 Eric Bergeron, Chaminou, Ryan Horvath, Kythera, Tony Parker, Chad Sergesketter, Christophe Swal Dark Satanic Mills 83 Studio Manager Ian Barstow The Game of Lies 98 Production Director War in Hell 121 Alexander Fennell Conquests 146 Proofreading Sarah Quinnell Freedom in Chains 233 Playtesters Designer’s Notes 244 Tanya Bergen, Mark Billanie, Andre Chabot, Mark Gedak, Robert Hall, Daniel Haslam, Mark Howe, Log Sheets 246 Ryan Kelln, Trevor Kerslake, Patrick Kossmann, Kent Little, Alan Marson, Alan Moore, Murray Index 250 Perry, Mark Quennell, Daniel Scothorne, Mark Sizer, Sam Vail, Michael J Young License 256 Open Game Content & Copyright Information Infernum – Book of the Conqueror ©2005 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written per mis sion of the publisher is expressly forbidden. Infernum – Book of the Conqueror is presented under the Open Game Licence. See page 256 for the text of the Open Game Licence. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content are considered to be Open Game Content. All other signifi cant characters, names, places, items, art and text herein are cop y right ed by Mongoose Publishing. All rights reserved. Printed in China. 1 The Conqueror THE CONQUEROR ale had a voice in his head. The priest said that Cale told the voice that it was just a fancy and that it everyone had a voice, that of their guardian would go away.
    [Show full text]