Multiverse of Wonder and Adventure File Credits Designer: Dave Coulson

Total Page:16

File Type:pdf, Size:1020Kb

Multiverse of Wonder and Adventure File Credits Designer: Dave Coulson CODEX OF THE INFINITE PLANES SampleMultiverse of Wonder and Adventure file Credits Designer: Dave Coulson Layout: Dave Coulson Proofreaders/Playtesters: Matthew Anderson, Eric Brooks, Harris Cameron, Patrick Griffin, Luke Price, Akulas Psyhos Cover Illustrator: Jack Kaiser Interior Illustrators: Bruno Balixa, Critical-Hit!, Emmanuel Bou Roldan, Frank Turfler Jr, Jack Holliday, Jeshields, Michael Scotta, Rick Hershey, ON THE COVER Jack Kaiser illustrates the Orrery of the Infinite Planes in the Great Modron Cathedral on Mechanus, while a group of planar sages consult their copy of the Codex of the Infinite Planes. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any repro- duction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of SampleWizards of the Coast. file ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Contents Introduction ............................................................. 4 OUTER PLANES Infinite Layers of the Abyss ................... 139 Chapter 1: Essence of the Infinite Planes ............. 5 Infernal Battlefield of Acheron ............. 152 Definitions ................................................. 5 Olympian Glades of Arborea ................ 164 Chapter 2: Using the Infinite Planes ..................... 7 Peaceable Kingdoms of Arcadia .......... 176 Campaign Use ........................................... 7 Wilderness of the Beastlands ............... 189 Traveling the Planes ................................. 9 Twin Paradises of Bytopia .................... 201 Great Planar Paths ................................... 11 Tarterian Depths of Carceri ................. 214 Glossary of Interest .................................. 14 Blessed Fields of Elysium .................... 227 Bleak Eternity of Gehenna ................... 240 Chapter 3: Gazetteer of the Infinite Planes .......... 18 Gray Waste of Hades ............................. 254 INNER PLANES Ever-Changing Chaos of Limbo ........... 269 Plane of Air ............................................... 19 Clockwork Nirvana of Mechanus ........ 282 Plane of Earth .......................................... 32 Seven Heavens of Mount Celestia ....... 297 Plane of Fire ............................................ 44 Nine Hells of Baator .............................. 314 Plane of Water ......................................... 55 Windswept Depths of Pandemonium .. 332 Border Elemental Planes ...................... 68 Heroic Domains of Ysgard ..................... 345 TRANSITIVE PLANES Chapter 4: The Codex and Its Keepers ................ 360 Astral Plane ............................................. 80 The Codex ................................................ 360 Ethereal Plane ........................................ 92 Codex Keepers ........................................ 363 ECHO PLANES Chapter 5: Planar Toolbox .................................... 365 Plane of Shadow ..................................... 105 Random Tables ....................................... 365 Plane of Faerie ........................................ 115 Hazards & Phenomena Master List ..... 367 Plane of Dreams ..................................... 127 Sample file Introduction “Infinity is too large a concept for most to grasp. And, when added Codex of the Infinite Planes to the complexity of a philosophical mapping of existence itself, most people’s brains simply cannot process the sheer scope. It’s This book provides information for the Dungeon Master endless. It’s vast. It’s … well, infinite. We few who have chosen to dedicate our lives to the study of the infinite in terms of the helpful to utilizing the known planes of existence in planes of existence may seem like we know a lot, but rest assured, their campaign settings. Alternately, it can be used as this is simply an act. The Codex of the Infinite Planes is a mystery, a complete campaign setting in itself! The contents of even to us, and though we know a lot and have added our words the book are roughly defined as follows. Much of the to that collected tome, there is so much more the book holds. information is meant to supplement the content in the There are always more pages to be turned and more mysteries to Dungeon Master’s Guide, specifically Chapter 2: Creating discover. Infinitely more, it seems.” a Multiverse. Chapter 1 Essence of the Infinite Planes outlines the Astromarchus the Sage general principals of the planes of existence as they exist within Dungeons & Dragons, along with definitions for Your world is about to get much bigger. Infinitely bigger, common terms used throughout the book. specifically. Chapter 2 Using the Infinite Planes provides tips and Codex of the Infinite Planes is a Dungeons & suggestions on how to use the planes of existence in your Dragons supplement expanding upon the various campaign, along with details on traveling through them planes of existence. The planes have been a presence in and a glossary of keywords that can be helpful to find Dungeons & Dragons since the earliest days of the game, useful information in the book. with multiple sourcebooks (and even an entire setting) Chapter 3 Gazetteer of the Infinite Planes forms the dedicated to describing the fantastic worlds that exist bulk of the book and includes detailed descriptions of 26 beyond the Material Plane. planes of existence. Most of these previously released sourcebooks are Chapter 4 The Codex and Its Keepers describes the constrained in scope and content by serving multiple Codex of the Infinite Planes itself, along with the planar purposes. Codex of the Infinite Planes is dedicated to sages dedicated to studying its mysteries. detailing exciting and usable content centered around Chapter 5 Toolbox provides information for crafting the known planes of existence for the purpose of using in new planes of existence. It includes a master list of all memorable adventures. The known planes of existence, hazards and phenomena from Chapter 3 along with in this case, includes the four elemental Inner Planes and suggestions on how to build new planes of existence. their intersections, the two transitive planes, three echo They’re not known as the Infinite Planes for nothing! planes, and sixteen Outer Planes. Each plane receives a detailed description, including game mechanics handling hazards and phenomena, notes on traveling to and within the plane, a look at the powerful people and organizations operating on the plane, a review of the monstrous inhabitants, a host of interesting sites and treasures, random encounter tables for each plane, and adventure hooks providing examples of using the plane in a scenario. The information is largely aimed at Dungeon Masters looking to craft exciting adventures utilizing the planes, but the information is valuable to players looking to create characters tied to the greater multiverse of the campaign setting. Other releases in the Infinite Planes series provide content useful in different ways.Monsters of the Infinite Planes provides creature statistics for over 200 monsters inhabiting the planes along with helpful generic statistics for planar NPCs. Heroes of the Infinite Planes includes new subclass options for each class along with new feats, spells, and magical items. Look for these releases on the DMsSample Guild! file Introduction 4 Essence of the Infinite Planes “Those of us who have dedicated our lives to studying the Definitions Codex have strived to organize the planes of existence into understandable components. It’s not particularly useful from a The following terms are used frequently throughout this traveling standpoint I’ll admit – it won’t matter that the Abyss is considered a Plane of Chaos when you’re being hunted by a pack book. of slavering demons, for example. But as an esoteric thought Codex of the Infinite Planes. An enormous book that exercise, it helps us better understand the nature of existence contains information on all of the planes of existence. The to try and classify the qualities of the planes. Our goal is not just original book is an artifact of supreme but uncontrollable academic here, as we believe by finding the core of the multiverse power that not only contains information about the planes we can understand the mystery of creation itself. ” of existence, but can be used as a gate to them! A group of planar sages have dedicated themselves to studying the Lillandri the Moon Mage wonders of the Codex and have created mundane copies of the original that contains their notes and theories Most adventurers travel the length and breadth of their regarding the nature of the multiverse and the known land, facing an array of challenges from a variety of planes of existence. sources, such as monsters, dastardly villains, corrupt Demiplane. A pocket dimension of finite size created organizations, and even the perils of the landscape from the raw protomatter of the Ethereal Plane.
Recommended publications
  • The Dwarvenhold Campaign Geography
    The Dwarvenhold Campaign Geography Domain Name: Deep Root This is the region of the underdark in which you live. It includes areas of dwarf, drow and deep gnome control. A domain is the equivalent of an island. City-State: DwarvenHold DwarvenHold is the name of the city-state of the mountain dwarves. It includes mines, giant caverns with conventional buildings, and dwellings built along caverns that dig deep into the surrounding area. Dwarvenhold feeds itself on miles of cavern-corrals, caves used for fungus cultivation. There are also multiple lakes stocked with cave fish. Dwarvenhold is formed in concentric circles. The innermost circle, called the Great Hall, is a giant cavern with conventional buildings. The center of the Great Hall is The Courtyard, a vast cavern where the king holds his audience. A giant stalactite lies in the center of the cavern and reaches nearly to the ceiling, hundreds of feet above. The stalactite has been hollowed out and used as the seat of power for the city-state. Many younger dwarves live in the Courtyard, preferring its new style of dwarven architecture and constant activity. Many of these dwarves live in apartments carved into the cavern walls. The apartments extend nearly a hundred feet up from the surface. Concentric circles of caverns extend out from The Courtyard. Those with wealth and power tend to live in inner circles, while outer circles are used for mining, poorer housing and military outposts. The farther away from The Great Hall, the more dangerous it is. There are well established routes, considered roads within the kingdom, as well as private caverns and routes that are off limits to those who don't belong.
    [Show full text]
  • By Christie Golden
    ELEGY by Christie Golden © 2018 Blizzard Entertainment, Inc. By the moons’ glow, listen. Beside the river, listen. Holding those you love, listen: To the cries of the dying, To the whisper of the wind over the silent dead, To the song my broken heart will ever sing Of the story of the Tree of the World And the death of all the dreams It once cradled in its mighty boughs. 1 PART ONE: IN THE IVORY TOWER In purity, all things are born. The eldest tree was once a tender sapling, And even the stars were young. O Lady Elune, Weep tears so sweet At the thought of the innocence That once was ours. Clang! The martial music of swordplay rang out as the two blades clashed. The combatants sprang apart, circling. The older man, hair and beard as white as moonlight, feinted, then brought his weapon arcing up and around. But the younger man was quick and deftly blocked the blow. Sparks flew, and the colliding blades glinted in the sunlight. “Nicely done,” Genn Greymane grunted even as he lunged. Again, the youth parried. “But one of these days, you’ll have to go on the—” Greymane barely got his sword up in time to prevent King Anduin Wrynn’s blow. “Offensive?” Anduin grinned. He bore down with the weapon, feeling the older man’s blade straining against it. His sun-colored hair had come loose and was falling into his eyes, and he grimaced as he realized Greymane had noticed. The Gilnean king abruptly pulled back. Caught off balance, Anduin stumbled forward.
    [Show full text]
  • Dragon Magazine #172
    Issue # 172 SPECIAL ATTRACTIONS Vol. XVI, No. 3 August 1991 Welcome to the Underdark 9 Our special section on underground adventuring. Publisher Seeing the Sights in Skullport Ed Greenwood and Steven E. James M. Ward 10 Schend. Skullport: A great place to visit, if your insurance is paid up. Editor The Dragons Bestiary The readers Roger E. Moore 16 Caves have the nastiest things living in them, like these three fine fellows. Fiction editor Barbara G. Young The Ecology of the Galeb Duhr Robert Isaacson 20 Just because it looks like a rock doesnt mean it has to act like one. Assistant editor Dale A. Donovan REGULAR FEATURES Art director Larry W. Smith Role-playing Reviews Allen Varney 26 Where have all the miracles gone? A look at super-hero games and Production staff supplements. Gaye OKeefe Angelika Lokotz The Lay of Droone fiction by William B. Crump Tracey Zamagne 34 The lizards had taken the mountainbut, thanks to the dwarves, they wouldnt enjoy their victory. Subscriptions The Voyage of the Princess Ark Bruce A. Heard Janet L. Winters 41 Alphatia and Thyatis face their doom, and the incredible powers of cinnabar are revealed! US. advertising Roseann Schnering The Role of Computers Hartley, Patricia, and Kirk Lesser 55 The gods are not kind in Darkspyre; if you fail them, humanity dies. U.K. correspondent Into the Spirit of Things Michael DeWolfe and U.K. advertising 66 Spirit and divine magic of the strangest kind for your RUNEQUEST* Bronwen Livermore game. Shining Armor Thomas M. Kane 68 When you care enough to send the very best, put an M1A1 Abrams tank in your TOP SECRETIS/S.I.
    [Show full text]
  • The Lone Drow: Companions of the Hall
    The Lone Drow: Companions of the Hall By Thomas M. Costa The Companions of the Hall are some of the Forgotten Realms' most celebrated heroes. This article contains statistics for Catti-brie, Regis, and the Bouldershoulder Brothers, Ivan and Pikel. Also below is an updated 3.5 version of Guenhwyvar. Drizzt (as well as Artemis) are in the Forgotten Realms Campaign Setting, while Bruenor and Wulfgar are in Silver Marches. Catti-brie: Female human fighter 7; CR 8; Medium humanoid; HD 7d10+14; hp 52; Init +3; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +7; Grp +8; Atk +10 melee (1d8+3/17-20, +2 keen adamantine longsword) or +9 melee (1d4+2/19-20, +1 distance dagger) or +8 melee (1d6+1/0, +3 force keen elven longbow as "club") or +14 ranged (1d8+2 plus 1d6 force/19-20/x3, +3 force keen elven longbow with alchemical silver arrows) or +11 ranged (1d4+1/19-20, +1 distance dagger); Full Atk +10/+5 melee (1d8+3/17-20, +2 keen adamantine longsword) or +9/+4 melee (1d4+2/19-20, +1 distance dagger) or +8/+3 melee (1d6+1/0, +3 force keen elven longbow as "club") or +14/+9 ranged (1d8+2 plus 1d6 force/19-20/x3, +3 force keen elven longbow with alchemical silver arrows) or +12/+12/+7 ranged (1d8+2 plus 1d6 force/19-20/x3, +3 force keen elven longbow with alchemical silver arrows and Rapid Shot) or +11/+6 ranged (1d4+1/19-20, +1 distance dagger); AL CG; SV Fort +7, Ref +5, Will +5; Str 12, Dex 17, Con 15, Int 14, Wis 16, Cha 17.
    [Show full text]
  • Oops Im Astral
    Oops, I’m Astral (1 st Edition AD&D) Last updated: 210626...210811 [email protected] https://dnd.sinister.net Contents Overview ................................................................................................................................................................................. 3 The Astral Plane ...................................................................................................................................................................... 3 Getting to Astral .................................................................................................................................................................. 3 Projection ........................................................................................................................................................................ 3 Physical ............................................................................................................................................................................ 4 Unexpected Arrival ............................................................................................................................................................. 5 Viewing the Astral ............................................................................................................................................................... 6 Time ...................................................................................................................................................................................
    [Show full text]
  • Dragon Magazine #120
    Magazine Issue #120 Vol. XI, No. 11 SPECIAL ATTRACTIONS April 1987 9 PLAYERS HANDBOOK II: Publisher The ENRAGED GLACIERS & GHOULS games first volume! Mike Cook Six bizarre articles by Alan Webster, Steven P. King, Rick Reid, Jonathan Edelstein, and Editor James MacDougall. Roger E. Moore 20 The 1987 ORIGINS AWARDS BALL0T: A special but quite serious chance to vote for the best! Just clip (or copy) and mail! Assistant editor Fiction editor Robin Jenkins Patrick L. Price OTHER FEATURES Editorial assistants 24 Scorpion Tales Arlan P. Walker Marilyn Favaro Barbara G. Young A few little facts that may scare characters to death. Eileen Lucas Georgia Moore 28 First Impressions are Deceiving David A. Bellis Art director The charlatan NPC a mountebank, a trickster, and a DMs best friend. Roger Raupp 33 Bazaar of the Bizarre Bill Birdsall Three rings of command for any brave enough to try them. Production Staff 36 The Ecology of the Gas Spore Ed Greenwood Kim Lindau Gloria Habriga It isnt a beholder, but it isnt cuddly, either. Subscriptions Advertising 38 Higher Aspirations Mark L. Palmer Pat Schulz Mary Parkinson More zero-level spells for aspiring druids. 42 Plane Speaking Jeff Grubb Creative editors Tuning in to the Outer Planes of existence. Ed Greenwood Jeff Grubb 46 Dragon Meat Robert Don Hughes Contributing artists What does one do with a dead dragon in the front yard? Linda Medley Timothy Truman 62 Operation: Zenith Merle M. Rasmussen David E. Martin Larry Elmore The undercover war on the High Frontier, for TOP SECRET® game fans. Jim Holloway Marvel Bullpen Brad Foster Bruce Simpson 64 Space-Age Espionage John Dunkelberg, Jr.
    [Show full text]
  • Prelude Part 1 Station Station: in All the World of the Drow, There Is No
    Prelude Part 1 Station Station: In all the world of the drow, there is no more important word. It is the calling of their, of our religion, the incessant pulling of hungering heartstrings. Ambition over rides good sense and compassion is thrown away in its face, all in the name of Lloth, the Spider Queen. Ascension to power in drow society is a simple process of assassination. The Spider Queen is a deity of chaos, and she and her high priestesses, the true rulers of the drow world, do not look with ill favor upon ambitious individuals wielding poisoned daggers. Of course, there are rules of behavior, every society must boast of these. To openly commit murder or wage war invites the pretense of justice, and penalties exacted in the name of drow justice are merciless. To stick a dagger in the back of a rival during the chaos of a larger battle or in the quiet shadows of an alley, howeveI, is quite acceptable, even applauded. Investigation is not the forte of drow justice. No one cares enough to bother Station is the way of Lloth, the ambition she bestows to further the chaos, to keep her drow "children" along their appointed course of self imprisonment. Children? Pawns more likely, dancing dolls for the Spider Queen, puppets on the imperceptible but impervious strands of her web. All climb the Spider Queen's ladders; all hunt for her pleasure, and all fall to the hunters of her pleasure. Station is the paradox of the world of my people, the limitation of our power within the hunger for power.
    [Show full text]
  • A Player's Primer to the Outlands
    TABLE ef C$N WELCOME TO THE OUTLANDS 2 Xaos 27 Using the Booklet .3 Other Locations in the Outlands 28 Using the CD 3 Bariaur Tribes 28 A Word of Warning 3 The Court of Light 28 The Mimir 4 The Dwarven Mountain 29 An Overview of the Outlands 4 Gzemnid's Realm 29 Moving through the Outlands 5 Hermitages 29 Magic in the Outlands 6 The Hidden Realm 29 Spell Keys 7 The Hinterlands 29 Power Keys 7 Ilsensine's Realm 29 A Tour of the Outlands 7 Indep Villages 29 Automata 8 Ironridge 30 Bedlam 10 Lost Patrols 30 Curst 12 The Mausoleum of Chronepsis 30 Ecstasy 13 The Modron Procession 30 Excelsior 15 The Palace of Judgment 30 Faunel 16 The Realm of the Norns 30 Fortitude 17 The River Ma'at 31 Glorium 18 Semuanya's Bog 31 Hopeless 19 Sheela Peryroyl's Realm 31 Plague-Mort 21 The Spire 31 Ribcage Sample22 fileThebestys and Thoth's Estate 31 Rigus 23 Tir fo Thuinn 31 Sylvania 24 TirnaOg 31 Torch 25 Tvashtri's Realm 32 Tradegate 26 Walking Castles 32 CREDI + S Designer: Jeff Grubb • Editor: Ray Vallese Cover Artist: Robh Ruppel • Conceptual Artist: Dana Knutson • Interior Artist: DiTerlizzi Graphics Coordinator: Sarah Feggestad • Art Coordinator: Peggy Cooper Electronic Prepress Coordinator: Tim Coumbe 4- Typography: Angelika Lokotz Cartography: Rob Lazzaretti • Border Art: Robert Repp • Graphic Design: Dee Barnett, Dawn Murin Proofreading and Fact Checking: Wolfgang Baur, Michele Carter, Bill Slavicsek TSR Ltd. ADVANCED DUNGEONS ft DRAGONS and ADEtD are registered trademarks owned by TSR, TSR, Inc.
    [Show full text]
  • World of Warcraft 2016 Calendar Pdf, Epub, Ebook
    WORLD OF WARCRAFT 2016 CALENDAR PDF, EPUB, EBOOK Inc. Sellers Publishing | none | 15 Aug 2015 | Sellers Publishing, Incorporated | 9781416298397 | English | Portland, United States World of Warcraft 2016 Calendar PDF Book World of Warcraft: Warlords of Draenor was released on November 13, One change is the PvP honour system that unlocks PvP talents. Galaxy Buds Pro review: Samsung's best earbuds yet. Popular calendar title! It was very beautiful and yes, heartfelt. Khadgar Robert Kazinsky Shop by Category. Quotes Durotan : There has been a war between orcs and humans for as long as can be remembered. There are two new playable races, the Worgen for the Alliance and Goblins for the Horde. For other uses, see Event. Event Moderators have an "Outlined Crown" next to their name. Moreover, the Death Knight, the first hero class was introduced, which starts at level It allows you to track your damage or healing output based on the spells you cast and the abilities you use. Tags: horde, alliance, world of warcraft, wow, video games, sweater. Tags: world of warcraft, blizzard, gaming, gamer, wow, fantasy, videogames, video game, crest, minimalist, minimal, game, class, race. Alt-right click on the world map allows you to type in whatever you would like to remember. Wall Art. Plot Summary. Tags: shadowland, shadowland shop, world of warcraft shop, world of warcraft uk, world of warcraft and, world of warcraft store, world of warcraft australia, world of warcraft canada, world of warcraft south africa, world of warcraft in game, kyrians, dark hunter kyrian, kyrian of thrace, kyrian of bastion, kyrian of thrace dark hunter, kyrian world of warcraft, meaning of kyrian.
    [Show full text]
  • Ral Partha Advanced Dungeons & Dragons Miniatures
    Ral Partha Advanced Dungeons & Dragons Miniatures www.DnDLead.com Ral Partha AD&D miniatures are easily identifiable as such for they are stamped "TSR mfg. by Ral Partha," along with a production date. There is no stamping, however, to help determine just what a figure actually is. ADVENTURERS (Blisters w/ 1 male & 1 female) 11-051 Zulkir Szass Tam 11-001 Fighters with 2-Handed Sword 11-052 Mourngrym Amcathra 11-002 Clerics with Staff and Warhammer 11-053 Midnight 11-003 Magic-Users with Crystal Ball 11-054 Lord Manshoon 11-004 Rangers with Longsword and Bow 11-055 Manxam the Beholder 11-005 Thieves with Shortsword and Sling 11-056 Shaeri Amcathra 11-006 Dwarf Fighters with Warhammer 11-057 Elminster 11-007 Elf Magic-Users with Magic Items 11-058 Khelben "Black Staff" Arunsun 11-008 Gnome Thieves with Dagger 11-059 Dove Falconhand 11-009 Adventuring Mages 11-060 Florin Falconhand 11-061 Suul the Lich 11-010 Paladins 11-062 King Azoun of Cormyr 11-011 Half-Elven Rangers 11-063 Vangerdahast War Wizard 11-012 Halfling Fighter Thieves 11-064 Lord Soth (Mounted and on Foot) 11-013 Bards 11-065 Tanis 11-014 Kender Rogues 11-066 Goldmoon 11-015 Savage Warriors 11-067 Fizban 11-016 Rogues 11-068 Drizz't 11-017 Mercenary Warriors 11-069 Raistlin 11-018 Wilderness Warriors 11-070 Caramon 11-019 Wandering Sorcerers 11-071 Kitiara 11-020 Elf Militant Wizards 11-072 Laurana 11-073 Lord Gunthar 11-021 Berserker Barbarians 11-074 Silvara 11-022 Oriental Fighters 11-075 Gilthanas 11-023 Bounty Hunters
    [Show full text]
  • FORGOTTEN REALMS Campaign
    ™ DESIGNERS Richard Baker, Adam Rex OVER RTIST Travis Stout, C A James Wyatt Thomas Baxa, Beet, INTERIOR ARTISTS Wayne England, Carl Frank, Randy Gallegos, DEVELOPERS Michael Donais, Andrew J. Finch, Rafa Garres, Jeremy Jarvis, Raven Mimura, David Noonan Scott Okumura, Jim Pavelec, Steve Prescott, Rick Sardinha, Ben Thompson EDITOR Penny Williams Kate Irwin, Robert Raper GRAPHIC DESIGNERs MANAGING EDITOR Gwendolyn F.M. Kestrel Dennis Kauth, Robert Lazzaretti DESIGN MANAGERS Christopher Perkins, CARTOGRAPHERS Ed Stark Angelika Lokotz GRAPHIC PRODUCTION SPECIALIST DEVELOPMENT MANAGER Andrew J. Finch Jason Wiley DIRECTOR OF RPG R&D Bill Slavicsek IMAGE TECHNICIAN PRODUCTION MANAGER Josh Fischer Todd Meyer, Rasmus Pechuel, PLAYTESTERS Jon Pickens, Monica Shellman, Michael S. Weber, ART DIRECTOR Robert Raper Penny Williams Sources include FORGOTTEN REALMS Campaign Setting by Ed Greenwood, Sean K Reynolds, Skip Williams, and Rob Heinsoo; Monster Compendium: Monsters of Faerûn by James Wyatt and Rob Heinsoo; Magic of Faerûn by Sean K Reynolds, Duane Maxwell, and Angel Leigh McCoy; Pages from the Mages by Ed Greenwood and Tim Beach; On Hallowed Ground by Colin McComb; Planes of Law by Colin McComb and Wolfgang Baur; Planes of Chaos by Wolfgang Baur and Colin McComb; Planes of Confl ict by Colin McComb; Faiths and Avatars by Julia Martin with Eric L. Boyd; Powers and Pantheons by Eric L. Boyd; Demihuman Deities by Eric L. Boyd; Monster Mythology by Carl Sargent; “Epic Insights” web column by Andy Collins.33 Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.33 This Wizards of the Coast game product contains no Open Game Content.
    [Show full text]
  • Baldur's Gate
    Content Catalogue Version 9.01 Baldur’s Gate Descent into Avernus Credits D&D Organized Play: Christopher Lindsay D&D Adventurers League Administrators: Lysa Penrose, Amy Lynn Dzura, Claire Hoffman Greg Marks, Alan Patrick, Sam Simpson, Travis Woodall Effective Date 17 September 2019 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material 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. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. D&D Adventurers League Catalogue IT WAS OGHMA, THE GOD OF KNOWLEDGE. Although I can’t really say that I met him, I suppose, as he was drunk and fast asleep in Cousin Roffler’s back lawn – or perhaps I should say ON Cousin Roffler’s back lawn. He was a giant of an avatar, sprawled out and snoring. I wonder how you get a god drunk? —Jan, a thief, to Minsc, a barbarian What is This? The Dungeons and Dragons Adventurers League has been around for a few years now, and a lot of content has been created during that time.
    [Show full text]