Resurrection War of the Spider Queen 06 a Forgotten Realms Novel by Paul S

Total Page:16

File Type:pdf, Size:1020Kb

Resurrection War of the Spider Queen 06 a Forgotten Realms Novel by Paul S Generated by ABC Amber LIT Converter, http://www.processtext.com/abclit.html Resurrection War of the Spider Queen 06 A Forgotten Realms novel By Paul S. Kemp Scanned by ripXrip Proofread and formatted by Bw-SciFi Ebook version 1.0 Release Date June, 25th, 2005 R. A . SALVATORE'S War of the Spider Queen Book VI Resurrection 2005 Wizards of the Coast, Inc. All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental. This book is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. Distributed in the United States by Holtzbrinck Publishing. Distributed in Canada by Fenn Ltd. Distributed to the hobby, toy, and comic trade in the United States and Canada by regional distributors. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. Forgotten Realms, Wizards of the Coast, and their logos are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. All Wizards of the Coast characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. Printed in the U.S.A. Cover art by Brorrt First Printing April 2005 Library of Congress Catalog Card Number 2004113605 98765432 1 US ISBN 0-7869-3640-1 ISBN-13 978-0-7869-3640-3 620-17726-001-EN U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O. Box 7073702 Groot-Bijgaarden Renton, WA 98057-0707 Belgium + 1-800-324-6496 +322 467 3360 Generated by ABC Amber LIT Converter, http://www.processtext.com/abclit.html Visit our web site at www.wizards.com For Jen, Roarke, and Riordan Acknowledgements Countless colleagues and friends deserve my thanks, but one above all Phil Athans. Thanks, my friend. Eight legs, eight. Clattering on the stones, ticking, ticking, tapping, tapping impatiently. They were done with their battle, with their feasting, devouring their siblings, growing stronger with each juicy bite. Bloated and spent, they stood around the octagonal stone, myriad eyes staring into myriad eyes, eight legs eight tapping and clattering. They could eat no more; they could fight no more. Exhaustion held them in place, as Lolth had desired from the beginning. The thousands became eightthe eight strongest, the eight smartest, the eight most devious, the eight most ruthless. One would fuse with the Yor'thae. One would assume the mantle of a goddess, the deity of Chaos. Only one, whom the others would serve . if the One gave them that choice and that chance. If not, then they, like their thousands of dead siblings, would be devoured. The spiders knew that they could not influence the choice any longer. The competition was long past, the fight decided, and only She Who Was Chaos could make the final pronouncement. The spiders did not delude themselves with false hubris. They did not deceive themselves with any thoughts that they might undo that which would be done. The broodling war was over. Eight legs eight tap-tapped nervously on the stone. Beyond the cocoon of the inner sanctum, the drow were not so accepting. They basked in pride, they placed self above Lolth, they thought themselves worthy or even beyond that peak. They dared presume knowledge of Lolth, of the choice before them all, and they dared plot and connive to deny their rivals their proper place. Fools, they were, and the spiders knew it. Futility glided in their every step, their fate long sealed. The plot was scripted by the Lady of Chaos, and that was the most perplexing and tantalizing of all. For any road paved by Lolth would not run straight, nor to any expected destination. That was the beauty. The spiders knew it. The time was approaching. The spiders knew it. Eight legs eight clattered on the stones, ticking, ticking, tapping, tapping, patience twisted, stretched and torn asunder. Eight legs, eight. Chapter One Inthracis sat in his favorite chair, a high-backed throne made from bones packed together with a mortar of blood and pulped skin. Tomes and scrolls, the tools of his research, lay open atop the large basalt table before him. The soaring walls of the three-story library of Corpsehaven, his fortress, loomed on all sides. Eyes stared at him from out of the walls. Made from the heaped decay of thousands upon thousands of semi-sentient, magically preserved corpses, Corpsehaven's walls, floors, and ceilings could have filled the cemeteries of a hundred cities. Bodies were the bricks of Inthracis's keep. He regarded himself as an artisan, a fleshmason who smashed and twisted the moaning forms into whatever contorted shape he needed. He was indiscriminate in his choice of materials; all manner of bodies had been pressed into the structure of his keep. Mortals, Generated by ABC Amber LIT Converter, http://www.processtext.com/abclit.html demons, devils, and even other yugoloths had round a home in Corpsehaven's walls. Inthracis was nothing if not a fair murderer. Any being that stood in his way on his rise through the ranks of the Blood Rift's ultroloth hierarchy ended up in one of his walls, decaying and near death but still sensate enough to feel pain, still alive enough to suffer and moan. He smiled. Being surrounded by his dead and his books always settled his mind. The library was his retreat. The pungent reek of decaying flesh and the piquant aroma of parchment preservative cleared both his cavernous sinuses and his cavernous mind. And that was well, for he desired clarity. His research had revealed little, only tantalizing hints. He knew only that the Lower Planes were in an uproar and that Lolth was at the center of it. He had not yet determined how best to capitalize on the chaos. He ran a mottled, long-fingered hand over the smooth skin of his scalp and wondered how he might turn events to his advantage. Long had he waited to move against Kexxon the Oinoloth, Archgeneral of the Blood Rift. Perhaps the time for action had come, during the Lolth-spawned chaos? He stared into the bloodshot, pain-filled eyes of his walls but the corpses offered him no answers, only lipless grimaces, soft moans, and agonized stares. Their suffering lightened Inthracis's spirit. Outside Corpsehaven, audible even through the walls of pressed flesh and glassteel windows, the scream of the Blood Rift's blistering winds sang their song of agonya high pitched, rising keen, similar to that made by the dozen or so mortals Inthracis had personally flayed. As the sound subsided, Inthracis cocked his head and waited. He knew that a planar tremor would follow hard after, trailing the wind's wail with the same certainty that thunder followed lightning in an Ethereal cyclone. There. A slow rumble began, just a soft shaking at first, but building to a crescendo that shook the entire fortress, a paroxysm that caused flakes of skin meal and dried hair to rain like volcanic ash from the high ceiling of the library. Inthracis suspected that the entirety of the Blood Rift, perhaps even the whole of the Lower Planes, was shaking. Lolth had torn the Demonweb Pits free of the Abyss, he knew, and raw, purposeless powerreified chaospoured into the Lower Planes and sent shudders throughout the cosmos. The multiverse, Inthracis knew, was in parturition, and the cosmic birthing was rattling the planes. Reality had been reorganized, entire planes moved, and the Blood Rift, Inthracis's home plane, groaned under the resulting onslaught of energies. Ever since Lolth had begun her . activities, the barren, mountainous plane had suffered a plague of volcanic eruptions, blizzards of ash, and thunderous rockslides that could have buried continents on the Prime Material. Fissures opened at random in the mountainous, rocky landscape, swallowing leagues of earth. The churning, gore-filled flow of the Blood River, the great artery that fed the body of the plane, roiled in its wide channel. Given the upheaval, Inthracis had several times increased the magical protections that shielded Corpsehaven from such threats, but still the danger gave him pause. Corpsehaven sat on a level ledge sculpted from the otherwise precipitously steep side of the Blood Rift's largest volcano, Calaas. It would not do for an unexpected landslide or volcanic spasm to send Inthracis's life's work skidding down the mountainside. The wind outside rose again, a low whine that grew to an unbearable keen before beginning to die. Behind the wind's wail of pain, Inthracis could just make out the conspiratorial whisper of a word. He sensed it as much as heard it, and it was the same word he had been hearing intermittently for days Yor'thae. Each time the gust hissed its secret, the corpses in his walls moaned through rotted lips and decayed arms loose from the wall squirmed to reach bony hands for rotted ears. With each utterance of the unholy word, the entirety of Corpsehaven wriggled like a hive of abyssal ants. Inthracis knew the word's meaning, of course. He was an ultroloth, one of the most powerful in the Blood Rift, and he was versed in over one hundred twenty languages, including High Drow of Faerun. The Yor'thae was Lolth's Chosen, and the Spider Queen was summoning her Chosen to her side. It infuriated Inthracis that he had not been able to learn why.
Recommended publications
  • Faction War Is Revealed and the Role of All Participants Is Laid Bare
    Being a Chronicle of Dark and Bloody Days in the City of Doors, a Cautionary Tale of Treachery, Mystery, and Revelation, and the Wondrous and Terrible Consequences Thereof. CREDI+S Designers: Monte Cook and Ray Vallese ♦ Editor: Michele Carter Brand Manager: Thomas M. Reid Conceptual Artist: Dana Knutson ♦ Interior Artists: Adam Rex and Hannibal King Cartography: Diesel and Rob Lazzaretti Art Director: Dawn Murin ♦ Graphic Design: Matt Adelsperger, Dee Barnett, and Dawn Murin Electronic Prepress Coordination: Jefferson M. Shelley ♦ Typography: Angelika Lokotz Dedicated to the PLANESCAPE~Mailing List. U.S., CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC Et LATINAMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. P.B. 34 P.O. Box 707 2300 Tumhout Renton, WA 98057-0707 Belgium +1-800-324-6496 +32-14-44-30-44 Visit our website at www.tsr.com 2629XXX1501 ADVANCEDDUNGEONS Et DRAGONS, ADEtD, DUNGEON MASTER, MONSTROUS COMPENDIUM, PLANESCAPE, the Lady of Pain logo, and the TSR logo are registered trademarks owned by TSR, Inc. MONSTROUSMANUAL is a trademark owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. c I 998 TSR, Inc. All rights reserved. Made in the U.S.A. TSR Inc. is a subsidiary of Wizards of the Coast, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the hobby, toy, and comic trade by in the United States and Canada by regional distributors. Distributed worldwide by WizardsSample of the Coast, Inc., and regional distributors.
    [Show full text]
  • Orc Hosts, Armies and Legions: a Demographic Study
    Volume 16 Number 4 Article 2 Summer 7-15-1990 Orc Hosts, Armies and Legions: A Demographic Study Tom Loback Follow this and additional works at: https://dc.swosu.edu/mythlore Part of the Children's and Young Adult Literature Commons Recommended Citation Loback, Tom (1990) "Orc Hosts, Armies and Legions: A Demographic Study," Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature: Vol. 16 : No. 4 , Article 2. Available at: https://dc.swosu.edu/mythlore/vol16/iss4/2 This Article is brought to you for free and open access by the Mythopoeic Society at SWOSU Digital Commons. It has been accepted for inclusion in Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature by an authorized editor of SWOSU Digital Commons. An ADA compliant document is available upon request. For more information, please contact [email protected]. To join the Mythopoeic Society go to: http://www.mythsoc.org/join.htm Mythcon 51: A VIRTUAL “HALFLING” MYTHCON July 31 - August 1, 2021 (Saturday and Sunday) http://www.mythsoc.org/mythcon/mythcon-51.htm Mythcon 52: The Mythic, the Fantastic, and the Alien Albuquerque, New Mexico; July 29 - August 1, 2022 http://www.mythsoc.org/mythcon/mythcon-52.htm Abstract Calculates the likely population of Orcs in Middle-earth at various times based on Tolkien’s use of the military terms host, army, and legion. Uses The Silmarillion and several volumes of The History of Middle- earth to “show a developing concept of Orc military organization and, by inference, an idea of Orc demographics.” Additional Keywords Tolkien, J.R.R.—Characters—Orcs—Demographics; Tolkien, J.R.R.—Characters—Orcs—History; Tolkien, J.R.R.—Characters—Orcs—Military organization This article is available in Mythlore: A Journal of J.R.R.
    [Show full text]
  • PSCS Chapter 8
    Planescape Campaign Setting DM’s Dark Chapter 9: DM’s Dark Project Managers Sarah Hood Editors Gabriel Sorrel Sarah Hood Andy Click Writers Janus Aran Dhampire Orroloth Rip Van Wormer Chef‘s Slaad Nerdicus Bret Smith Charlie Hoover Galen Musbach W. Alexander Michael Mudsif Simson Leigh Smeazel Mitra Salehi Sarah Hood Layout Sarah Hood 1 Well, by now a canny cutter like yourself is itching to gather your favorite victi—ahem—players, and start running a game. Of course, if you‘re completely green to the task you could always use a little bit of advice on where to start. And if you‘re old-hat, a little bit of a refresh DM’s Dark couldn‘t hurt, now could it? This chapter of the PSCS aims to help any new GMs out there who don‘t have anyone locally they can turn to for advice on some of the common or stereotypical problems with a planar game. We‘ve tried to cover the major ‗issues‘ that creep up for bashers lost in a sea of clueless, and of course if you have a question that isn‘t answered here, please feel free to drop by Planewalker.com and we‘ll be glad to give some extra advice. Preparing the Game Starting advice for a Planescape campaign is the same as it is for any other game really: Define what sort of a campaign you‘re looking to run. A planar campaign can have as wide or as narrow a scope as you like, and any sort of tone that you care to adopt.
    [Show full text]
  • Hawke: a Modern Retelling of Wuthering Heights Novel Draft and Theoretical Analysis Kristen Csuti Submitted in Partial Fulfillme
    Hawke: A Modern Retelling of Wuthering Heights Novel Draft and Theoretical Analysis Kristen Csuti Submitted in Partial Fulfillment of the Requirements for Graduation from the Malone University Honors Program Adviser: Diane Chambers, Ph.D. 21 April 2016 Csuti 1 Table of Contents: 1. Hawke: A Modern Retelling of Wuthering Heights........................................................2 2. “Unquiet Sleepers: A Young Novelist’s Thoughts on Adaptation”............................192 Csuti 2 Prologue Catherine Harlowe checked to make sure her husband was asleep before quietly getting dressed. She opened the bathroom door just far enough that she could slip inside, any farther and it would squeak. She applied a fresh coat of make-up and forced herself to breathe evenly. He won’t wake up. He hasn’t yet. At the top of the stairs, she paused. “Mommy?” Her three-year-old daughter was standing in the doorway to her room. “Go back to sleep, sweetie,” Catherine said. “I had a bad dream. The bad faeries chased me.” “The bad faeries won’t get you. You’re too good.” “Can I sleep with you and daddy?” Catherine thought quickly. If she woke Max up, he would realize she was gone. Emily always slept in the car. And she probably wouldn’t remember this anyway. “I’m going out. Do you want to come, sweetheart?” Emily nodded and ran to grab her teddy bear. “Let’s be really, really quiet,” Catherine said, “like good faeries.” Emily nodded gravely and rose up on her tiptoes, and the two made their way out to the car. Emily was asleep before they left the neighborhood.
    [Show full text]
  • Art of War for D&D Players
    THE ART OF WAR FOR D&D PLAYERS BY M.T. BLACK 1 THE ART OF WAR FOR D&D PLAYERS D和D球員的兵法 Dungeons & Dragons, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is ©2019 and published under the Community Content Agreement for Dungeon Masters Guild. Credits Lead Designer: M.T Black Additional Design: Shane “Mundangerous” Vaiskauskas Editing: Noah Lloyd Art Director and Graphic Designer: Rich Lescouflair Interior Art: Provided by Wizards of the Coast and 123rf.com Special Thanks: Hiten Dave & Jeremy Forbing Sources: This book is the fruit of thousands of hours at the gaming table playing various editions of D&D, alongside many hours more spent studying forum posts, articles, and published books. 4 Table of Contents Introduction 6 1. Making Plans 7 2. Campaigning 12 3. Strategic Combat 16 4. Tactical Roles 20 5. Use of Energy 25 6. Weak Points and Strong 27 7. Combat Maneuvers 30 8. Various Tactics 36 9. Movement and Development 42 10. Cover and Terrain 46 11. Situations and Combinations 48 12. At tacking wit h Magic 59 13. Gat hering Information 66 Glossary 68 Table of Contents 5 Introduction The Art of War is an ancient and revered Chinese text that describes military tactics and strategy.
    [Show full text]
  • Dark Dray Templar
    First Generation Dray Scavenger....................... 22 Dray Defiler ....................................................... 22 Dray Kalin Rider................................................ 22 Monster Manual: Dark Dray Templar..................................................... 23 Drik ...................................................................................... 23 Sun Drik Warmachine............................................... 23 High Drik ........................................................... 24 Monster Manual: Dark Sun.................................................... 1 Dune Reaper......................................................................... 24 Unstatted Monsters ................................................................ 3 Dune Reaper Drone............................................ 24 Aprig ...................................................................................... 3 Dune Reaper Warrior......................................... 25 Carru ...................................................................................... 4 Dune Reaper Matron.......................................... 25 Critic ...................................................................................... 4 Dwarf, Athasian ................................................................... 26 Harrum ................................................................................... 4 Dwarf Earth Cleric............................................. 26 Jankx .....................................................................................
    [Show full text]
  • Program Book, As Appropriate
    GRIGNI Table of Contents From the Con Chair ........................................................ 1 Convention Staff ......................................................... 2 Harassment Policy ................................................. 2 Rules of the Convention ...................................................... 3 Photography Policy ....................................................... 4 Statement on Inclusion ............................................ 4 Hawaiian Shirt Friday (in Memorium) ............................. 4 Featured Guests ............................................................ 5 Guests’ Bios ................................................................. 6 Map of the Con Site .................................................... 20 Event Descriptions Friday .......................................................... 22 Saturday ......................................................... 28 Sunday ........................................................... 35 Dealer Room Hours & Exhibitor List ......................... 40 Signings Schedule .................................................. 40 From the Con Chair Welcome to ConGregate 5! First thing I want to do is thank everyone who came together to make this convention work; and by that I mean volunteers, dealers, guests, hotel staff… everyone! Next I’d like to call out one of the newest features we have at ConGregate this year… the ConGregate Cantina. The Kittinger Ballroom has been converted into a coffee shop, of sorts. In that room, you will find
    [Show full text]
  • © Osprey Publishing • ORC WARFARE Chris Pramas
    © Osprey Publishing • www.ospreypublishing.com ORC WARFARE Chris Pramas © Osprey Publishing • www.ospreypublishing.com INTRODUCTION To use the word orc 100 years ago was to invite confusion. There were malicious faeries and spirits from folklore and mythology to be sure, but nothing quite like the orc. It began, as many fantasy staples did, with The Lord of the Rings. J. R. R. Tolkien set the template of the orc in modern fantasy. In his tales orcs are twisted, evil creatures – the foot soldiers of dark lords like Morgoth and Sauron. Their numbers seem endless, but they can be cowardly when confronted or when their leaders are slain. From Tolkien, orcs spread to the role playing game Dungeons & Dragons, where they became pig-faced beast-men. And from thousands of readers and thousands of gamers, orcs spread to countless fantasy worlds. Now orcs are a go-to ingredient of modern fantasy, along with elves and dwarves. They are in books, games, and hugely popular movies. If you say the word orc today, many people will nod along. Yes, orcs, of course. They have become part of our culture. It is therefore not as strange as it might appear that Osprey, a publisher known for its extensive line of historical and military books, would commission a book about orcs. Why not take orcs, the scourge of a thousand worlds, and give them a military and cultural analysis? Why not take a fantasy race and give it the Osprey treatment? Orc Warfare, the book you hold in your hands, attempts to do just that.
    [Show full text]
  • Intro to the Birthright Campaign an Overview of TSR's Most Challenging AD&D(R) Game World
    Intro to the Birthright Campaign An overview of TSR's most challenging AD&D(R) game world Dark clouds gather over the war-torn lands. Armies march to battle once again, answering the ancient call to arms. The banners of noble houses flutter raggedly before the onslaught; some will fall, but others will weather the storm. Across the ruined empires of Cerilia, the dogs of war are let loose. Somewhere on a muddy battlefield, a common man becomes a hero--and a hero becomes a king. The BIRTHRIGHT(TM) campaign is like no other AD&D(R) setting ever seen. In this setting, the player characters are kings and nobles, prelates and guildmasters, great wizards and royal heralds. They're the leaders of their own kingdoms and domains, wielding the power to wage war or seek peace. At their command, armies march and kingdoms fall. Most characters in the BIRTHRIGHT campaign are descended from heroes of old. These ancient heritages are called bloodlines. Scions of the bloodlines are gifted with abilities beyond those granted to the common folk of Cerilia, and over hundreds of years they've naturally risen to positions of power. There is some quality of kingship, an aura or divine right, that calls to the ancient blood; most of Cerilia's rulers are blooded scions. Bloodlines wax and wane in strength with the quality of a king's rule. Hundreds have been extinguished since the earth-shaking wars that shaped modern Cerilia, while others have risen in prominence and power. There are also bloodlines of evil in Cerilia, descended from the forces of darkness that besieged the land in the dawn of history.
    [Show full text]
  • War Drums Revised by SW5.Indd
    Read and play the QUICK START BATTLE before using this book STARTER GAME COMPONENTS Quick Start Battle booklet (Read First!) 12 prepainted plastic miniatures (Wood Elf Ranger, Orc Mauler, 10 random figures) 12 stat cards, one for each figure (Epic creatures get an additional stat card) 2 double-sided battle maps Damage counters Spell templates sheet 20-sided die (d20) Advanced Rules booklet War Drums™ set checklist Credits Game Design: Rob Heinsoo Game Development: Michael Donais (lead), Jesse Decker, Mons Johnson, and Stephen Schubert Rulebooks: Rob Heinsoo and Bill Slavicsek Editing: Jennifer Clarke Wilkes Special Assistance: Guy Fullerton and Mike Derry Art Direction—Sculptures: Blake Beasely Art Direction—Print: Mari Kolkowsky Package Art: Ralph Horsley Model Concepting: Thomas M. Baxa, Dave Dorman, Michael Dubisch, Steve Ellis, Carl Frank, Tomas Giorello, Ralph Horsley, Ken Huey, Dennis Crabapple McClain, Jim Nelson, Steve Prescott, Vinod Rams, Scott Roller, Chad Sergesketter, Ron Spencer, and Anne Stokes Model Painting: Eve Forward-Rollins, Dylan S. Graphic Design: Jennifer Lathrop, Keven Smith, and Mari Kolkowsky Cartography: Jason Engle Play Diagrams: Jason Engle, Todd Gamble, and Rob Lazzaretti Prep for Web Deployment: Steve Winter Design Manager: Christopher Perkins Development Manager: Jesse Decker Editing Manager: Kim Mohan D&D Senior Art Director: Stacy Longstreet Director of RPG R&D: Bill Slavicsek Brand Manager: Mary Elizabeth Allen Production: Chas Delong Project Engineer, HFE: Kenneth Yu Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison, and the miniatures design work of Rob Heinsoo, Skaff Elias, and Jonathan Tweet.
    [Show full text]
  • War of the Lance
    War of the Lance Designers: Tracy Hickman, Margaret Weis, Jamie Chambers Additional Design: Cam Banks, Neil Burton, Richard Connery, Christopher Coyle, Sean Everette, Luis Fernando De Pippo, Matt Haag, André La Roche, Sean Macdonald, Joe Mashuga, Angela Stachowiak-Bagamery, Trampas Whiteman Editing: Pat McGilligan • Proofreading: Sean Everette Project Manager: Jamie Chambers • Typesetter: Jamie Chambers Art Director: Renae Chambers • Cover Artist: Larry Elmore Interior Artists: Drew Baker, Chris Dien, Jason Engle, Alan Gutierrez, James Holloway, Darin Klatt, Larry Elmore, Jennifer Meyer, Beth Trott Cartographers: Robert Lee, Sean Macdonald, Douglas Malachi Penney, Craig Zipse Cover Graphic Designer: Ken Whitman • Interior Graphic Designer: Kevin T. Stein Special Thanks: Michael Dobson, Jeff Grubb, Laura Hickman, Harold Johnson, Bruce Nesmith, Roger Moore, Douglas Niles, Ashe Potter, Elizabeth Riedel, Jason Rosenstock, Carl Smith, Garry Spiegle, Michael Williams This d20 System® game accessory utilizes mechanics developed for the new Dungeons & Dragons® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast® Official Licensed Product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. Dungeons & Dragons, D&D, Dungeon Master, Dragonlance, the Dragonlance Logo, d20, the d20 System Logo, Wizards of the Coast, and the Wizards of the Coast Logo are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. © 2004 Wizards of the Coast, Inc. Used with permission. All rights reserved. First Printing—2004. Printed in China.
    [Show full text]
  • The Domain and City of Greyhawk
    THE GREYHAWK CAMPAIGN The GREYHAWK® campaign was surprises held by a certain "dungeon" in the Barrier Peaks, about which we the first setting designed for the will say no more here. ADVANCED DUNGEONS & Materials were scarce for a few years before the GREYHAWK Adventures DRAGONS® game, and is also the hardbound saw print in 1988, marking the start of the "second wave" of the second-oldest fantasy roleplaying campaign's life. The world was converted to the AD&D 2nd Edition game campaign. It is familiar to many rules in the wide-roving adventure WG8 Fate of lstus, and the City of thousands of gainers the world over, Greyhawk was detailed in its own boxed expansion in 1989. Carl Sargent, though the campaign world has Rik Rose, Doug Niles, Jim Ward, Dan Salas, Nigel Findley, Anne and undergone considerable change over Richard Brown, Dale "slade" Henson, and more joined the crowd of the years. It began with E. Gary Greyhawk designers and authors. Most notable in this period were the Gygax, who created and developed WGA1-3 "Falcon" adventure trilogy, set in the City of Greyhawk, and the the world as a home campaign. The notorious WGA4 Vecna Lives!, which contained probably the most shocking world took shape with the publication beginning and end of any AD&D adventure published. The campaign years of the WORLD OF GREYHAWK for these adventures were around 582 CY or shortly before. folio in 1980, which was greatly The "third wave" of publications for the official GREYHAWK campaign expanded and improved in 1983 as began in 1991 with the publication of David Cook's GREYHAWK Wars the WORLD OF GREYHAWK boxed boxed game, which detailed the cataclysmic political changes brought about set.
    [Show full text]