The Abbot's Letter to Vasili ...2 the Anti God

Total Page:16

File Type:pdf, Size:1020Kb

The Abbot's Letter to Vasili ...2 the Anti God Tomes of Ravenloft is a collection of twenty three player handouts The Abbot’s Letter to Vasili ........................... 2 intended to enrich a Curse of Strahd campaign. The entries marked The Anti God .................................................. 3 with a * in the Table of Contents are books or letters native to the Baking (for) Children ..................................... 4 campaign. They were mentioned somewhere in the text but had no Balinok Mountains Survey Report ................. 5 substance—until now. Barovian Home Remedies .............................. 6 The other entries are completely new creations. You can find a The Blade of Truth* ....................................... 7 place for them and hand them out whenever you feel the time has Castle Building 101* ........................................ 8 come. Study them well. Some offer quest hooks, others tell the The Devil We Know* ...................................... 9 characters about the lore of the world. Some of the lore is old, Embalming: The Lost Art* ............................ 10 other lore is completely new. For example, did you know that the From the Life of Saint Markovia ................... 11 inhabitants of Barovia called their home Balinokova before the Goats of the Balinok Mountains* ................... 12 devil Strahd invaded? The Grimoire of the Four Quarters* .............. 13 Hymns to the Dawn* ...................................... 14 On the following page, you will find some ideas on where to place Killing the Devil ............................................. 15 the new tomes and how they, and the old ones, might benefit the Legends From the Svalich Woods .................. 16 characters. Life Among the Undead* ............................... 17 The Oath Celestial* ........................................ 18 Author: Christian Eichhorn Rictavio’s Journal* .......................................... 19 Rituals for Mother Night ............................... 20 Editor: John Parker Van Richten’s Guide ........................................ 21 Travel Guide: Balinokova ............................... 22 Von Holtz’s Letter to Lovina* ....................... 23 Wolf’s Head Jamboree* .................................. 24 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon amper- sand, Ravnica 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 copyright 2021 by Christian Eichhorn and published under the Community SampleContent Agreement file for Dungeon Masters Guild. Use these thoughts to award the characters with books and boons where applicable. The books don't give any permanent bonuses but may result in advantage on certain ability checks or small bonuses. Some books may even open completely new avenues for the characters, like Rituals for Mother Night and Grimoire of the Four Quarters. The Abbot’s Letter to Vasili. A letter explaining the Hymns to the Dawn. A volume of chants to the Abbot's thoughts about his life choices, linking him to Morninglord. Offers insights for certain Religion and Vasili von Holtz and the Belview family. Can be found in Performance checks. Can be found in churches. the Abbey or Castle Ravenloft. Killing the Devil. A pamphlet that hangs in Vallaki's dark The Anti God. A heretical text about the gods. Offers alleys. A quest hook to get the characters into trouble. insights on the inner workings of the world and the gods. Could be a trap laid by Baron Vargas Vallakovich or a Offers limited insight on Religion checks. Can be found in genuine appeal from the Keepers of the Feather. churches and libraries. Legends From the Svalich Woods. A book featuring dark Baking (for) Children. A collection of recipes by and for stories about the Svalich Woods. Grants deeper insights hags. Offers insights on baking and benefits checks using for History checks about Barovia and contains a quest cook's utensils. Can be found in Old Bonegrinder or in hook. Can be found in many homes. Castle Ravenloft near the cauldron. You can try out the Life Among the Undead. A tragic story, written by one recipes at home, only switch bone flour for regular flour. "Vasili von Holtz." Offers role-playing opportunities with Balinok Mountains Survey Report. A survey Strahd, giving an insight into his disturbed mind. Can be commissioned by King Barov before the invasion. Offers found in Castle Ravenloft. a quest hook to prospect for gold in Lake Luna and The Oath Celestial.A historical book about the knights of information about the Amber Temple. the Holy Empire of Valentia. Offers limited benefits for Barovian Home Remedies. A hodgepodge of questionable History checks and role-playing opportunities with the tips and remedies for real and imaginary ailments. Can Revenants. Can be found in Argynvostholt. be found in almost any home. Offers some insight into Rituals for Mother Night. A book containing rituals to medicinal plants and corresponding Nature checks. interact with Mother Night. The rituals work and give Castle Building 101. A book about the basics of building benefits once properly executed. The Rite of Forlorn castles. Grants insights for checks using mason's tools and Tongues gives a character dangerous or forbidden ability checks to find traps or hidden doors. Can be found information. The Rite of the Night's Eye allows a character in libraries or Castle Ravenloft. to see and speak with the recently deceased. Mother's Embalming: The Lost Art. A paper detailing advanced Boon gives a character a large bonus or advantage on embalming techniques. Interesting conversation topic for ability checks. Can be found in Baba Lysaga's hut or the parties. Can be found in libraries. werewolf den. Travel Guide: Balinokova. From the Life of Saint Markovia. A book detailing the A guide with information life and death of Saint Markovia. Gives hints about the about Barovia before Strahd invaded. It offers insight for whereabouts of her body and has benefits for History History checks and includes a quest hook. Can be found in checks. Can be found in churches or the Abbey. libraries. Van Richten's Guide to Lycanthropy and Vampirism. Goats of the Balinok Mountains. A paper about goats. Contains quest hooks about treasure and mountable goats A book containing information on vampires and (can carry Medium creatures). Can be found in libraries or lycanthropes. Improves all History or Arcana checks for Castle Ravenloft. these types of monsters and contains useful information on how to fight them. Can be found in Van Richten's tower or The Grimoire of the Four Quarters. A book detailing ways Samplethe Bluewater Inn. file to summon and negotiate with devils. Summons a different type of devil depending on the characters' level. Can only be found in the Wachterhaus. The Abbot’s Letter to Vasili Dear Vasili, We haven’t seen each other in many years. Decades, or centuries even? Not after you revealed your true self. I am not sure why I write this letter. Maybe to meet you again, at least in my memories. Writing helps focus the mind. As I formulate each thought, it gathers more meaning. It becomes more tangible once I put it in ink. To this day, I am struggling with what we did to—or rather together with—the Belviews. I say us, but in the end, it was my decision and responsibility. A responsibility I am staying true to even now. I do not know why you pushed me, revealed secrets to me I never wanted to know. Maybe you genuinely wanted to help. Or it was part of your grander designs. Whatever it may be, I still feel the urge to help. You are many persons, a split soul. I see good in there and I will do my best to save it, my friend. I have recently started tailoring. Though, not with fabric. Instead, I use flesh and skin. It will take many months and years to harvest the necessary parts. I hope the villagers can forgive my deeds. It is for the greater good, Sampleafter all. Soon, I will reunite you with your love. file Stay strong. The Anti God The Anti God Second Annotated Edition Written by an unknown author, with commentary by Loremaster Elspeth Paxton A tick burrows into the flesh of its host. It This book started circulating in 999 DR, penned sucks blood to survive, depriving its victim by an unknown author. Independent actors of their energy and lifetime. The tick must handled reproduction and distribution, making it stay hidden, else the host notices and ends near impossible to confiscate and burn all copies. 1 it. Parasites have no reason for being. (1) Parasites have meaning. They strengthen a The gods are more shrewd. They are species as a whole by winnowing out the weak. parasites who hide in plain sight. They can The entire argument is moot since the gods have only exist as long as we invest them with a symbiotic relationship with their worshippers. 2 our faith and power. Prayers, thoughts, and (2) Gods can indeed perish when none of their sacrifices nourish them. They deprive us of faithful remain. However, a portfolio does not die our lifetime, a trickle at a time. Although alongside its custodian. Exemplar, the concepts of they redistribute some of their accumulated murder and love always accumulate power. powers, they keep enough for themselves. (3) The ways of the gods are ultimately mirror For what? To waste it on strife and idle images of their worshippers. The fault lies with us. machinations.3 (4) "Peon" is hardly the correct term for what Would you still pray if you knew that the awaits the souls of the faithful after death. After a thousandth part of your thoughts and life life of worship, our souls enter the realms of our is spent on wars of vanity? What if it was various patrons and revert to their original state.
Recommended publications
  • Campaign Information
    Arak and Gwydion (Some Thoughts on the Shadow Elves' History) By R. Sweeney Gwydion isn't a 'real' demon, but rather a creature of great power from the plane of shadow. Gwydion's evil was his enslavement of the ShadowElves. His torment is his betrayal by Arak. Unlike Vecna, he was not on the prime and could only be 'trapped' because he was trying to follow the Shadow Elves into RL. (Presumably to kill them or re-enslave them). I wonder what Arak was thinking, however. Would there be anyplace he could take the Shadow elves into exile where Gwydion could not follow? Did he think he could hide from such a powerful creature? Gwydion must have had an enemy. A sibling perhaps. The Shadow Elves must have acted as some sort of armed forces for him. Arak must have believed that if Gwydion suddenly found himself without his Slaves, he would have been destroyed by his rivals. However, there other.. less satisfying, perhaps, ways of re-writing ShadowElf history. Gwydion, the shadow-being, falls 'in love' with an elf from some other world. They mate, bear children. Woman dies, Gwydion takes his children and their children as slaves. Millenia pass. Arak was Gwydion's favorite. Perhaps, Gwydion had mated with one of the Shadow elves of unsurpassed beauty and begat Arak. Thus, he set his son above all the other slaves. Arak, however, desired more than to be the head of the slaves. He managed to betray his father to his enemies. Arak had intended patricide. He was going to take away Gwydion's protective armed forces, leaving him vulnerable to attack by his other enemies.
    [Show full text]
  • The Fascination of Evil: Mental Malpractice in Shakespearean Tragedy
    THE FASCINATION OF EVIL: MENTAL MALPRACTICE IN SHAKESPEAREAN TRAGEDY by JEFFREY CALLAWAY STEELE A thesis submitted to The University of Birmingham for the degree of DOCTOR OF PHILOSOPHY The Shakespeare Institute Department of English School of Humanities The University of Birmingham September 2006 Resub: October 2008 University of Birmingham Research Archive e-theses repository This unpublished thesis/dissertation is copyright of the author and/or third parties. The intellectual property rights of the author or third parties in respect of this work are as defined by The Copyright Designs and Patents Act 1988 or as modified by any successor legislation. Any use made of information contained in this thesis/dissertation must be in accordance with that legislation and must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the permission of the copyright holder. ABSTRACT The first part of this thesis offers a study of the phenomenon of fascination as it was understood in early modern England—specifically in its relation to magic, demonology and witchcraft. It examines fascination’s place within cultural traditions, and its operation within perception theory and the psychophysiology of the early modern medical understanding. It also examines some ways in which fascination operates within a theatrical context, and encounters the discourse of early modern “anti-theatricalists.” The second part of the thesis is an analysis of the Shakespearean tragic hero’s encounter with elements of fascinating bewitchment, and the problems of discerning reality through the mesmeric pull of misperception. The specific subjects of the dramatic analysis are Othello and Macbeth. For Chrissy, … without whose continued faith, support, and encouragement, as well as some timely and persistent prodding, I should never have finished this.
    [Show full text]
  • Bestiary of the Realms: Volume 2
    Bestiary of the Realms: Volume 2 by Thomas M. Costa and Eric L. Boyd Art by Noëlle Triaureau Editorial assistance from Joe “Warlockco” Weber A NOTE FROM THE AUTHORS Welcome to volume two of the Bestiary of the Realms. As this is our second volume, you’ll find several score new or converted monsters, as well as a few different interpretations of monsters that have already been converted. A word of caution, just as many official 3E and 3.5E monsters did not slavishly follow earlier write-ups of those monsters, neither do the monsters herein. Instead, we did our best to consider all sources, hopefully make full and creative use of the 3.5E rules (including non-core WotC books), and in many cases add a little bit here and there to many of the monsters, even if it was in only adding or updating their Realms lore. A few have even been renamed. One last note, we’ve done our best to include source references for all things where appropriate, except those found in the three core rulebooks or Expanded Psionics Handbook. Until then, Sword High! – Thomas M. Costa and Eric L. Boyd ABOUT THE AUTHORS Thomas M. Costa is a senior analyst with the Government Accountability Office. He has been a contributor to several Wizards of the Coast products including Demihuman Deities and Races of Faerûn, and is the author of several Dragon Magazine and Wizards of the Coast website articles. He can be reached at [email protected]. Eric L. Boyd is a software designer and freelance game designer.
    [Show full text]
  • The Lost Kenku
    THE LOST KENKU Illustrated and Written By Shawn Wood Note from the Author o say this is a loosely constructed adventure may be an exaggeration of some degree. However, some patron saint of children requested a pdf of my adventure notes. So, here we are. I’ve use one version or another of this adventure to introduce people to the D&D experi- ence as it has all the elements of a good game with very little ramp up time needed. The adventure structure is created in such a way to allow for as much or as little combat is desired. Encounters can be changed to suit a lvl1 cam- paign, and with a little imagination I imagine one could have fun altering it for a party in the high teens. Some nice paintings of Ancient Dragons and Neoliths may be in order. Have fun with it. Change, add, or remove monsters, items, and characters as you see fit. A special thanks to the wonderful donors of the Extra Life Charity and the Dungeons and Dragons Team. Together we can manage to do a little bit of good in this mind-flayer-run world. 2 | THE LOST KENKU | A 2017 EXTRA LIFE ADVENTURE Wizard of Weirding Mind Flayer Alhoon The Wizard Weirding is a mind flayer alhoon in dis- guise. It uses disguise self to appear as a male human wizard named Weirding. Long ago, it left the hive in search of power and immortality through magic. To blend in with the general population of Faerun, the alhoon mar- ried a human woman and adopted her child as his own.
    [Show full text]
  • 1601270968445.Pdf
    Setting Background History Religion Character Creation and Alternate Rules Races Backgrounds Classes Equipment Oh, imagine a land, it's a faraway place Where the caravan camels roam Where you wander among every culture and tongue It's chaotic, but hey, it's home. When the winds from the east And the suns from the west And the sand in the glass is right Come on down, stop on by Hop a carpet and fly History To another Arabian night… This chapter will give a broad overview of the Factions, Nations, and major NPCs, as well as a brief idea of where they all fit together. Religion What is Al Arda? Faith is all-important in Al Arda. This chapter Al Arda is a world much like our own, though will explain which ones you can be a part of, where magic runs rampant, even wild in the and which ones you may wish to avoid. very streets of her great cities. It is a world where Princesses dream of another life, Station, Honor, Fate, and The where beggars can become kings, and where Evil Eye a wrong turn on the dunes can end your This chapter will explain rules involving the very life. social and mystical customs of the land. This world is based on the myths, fantasies, and Rule Zero: Look out for Djinnis. pop-culture view of the Middle East and the Arabian Peninsula in particular. Angels, Race Devas, Asuras, Daemons, and Devils all The Races which inhabit the land are described make their appearances, as do Djinni.
    [Show full text]
  • Dragon Magazine #248
    DRAGONS Features The Missing Dragons Richard Lloyd A classic article returns with three new dragons for the AD&D® game. Departments 26 56 Wyrms of the North Ed Greenwood The evil woman Morna Auguth is now The Moor Building a Better Dragon Dragon. Paul Fraser Teaching an old dragon new tricks 74Arcane Lore is as easy as perusing this menu. Robert S. Mullin For priestly 34 dragons ... Dragon Dweomers III. Dragon’s Bestiary 80 Gregory W. Detwiler These Crystal Confusion creatures are the distant Dragon-Kin. Holly Ingraham Everythingand we mean everything 88 Dungeon Mastery youll ever need to know about gems. Rob Daviau If youre stumped for an adventure idea, find one In the News. 40 92Contest Winners Thomas S. Roberts The winners are revealed in Ecology of a Spell The Dragon of Vstaive Peak Design Contest. Ed Stark Columns Theres no exagerration when Vore Lekiniskiy THE WYRMS TURN .............. 4 is called a mountain of a dragon. D-MAIL ....................... 6 50 FORUM ........................ 10 SAGE ADVICE ................... 18 OUT OF CHARACTER ............. 24 Fiction BOOKWYRMs ................... 70 The Quest for Steel CONVENTION CALENDAR .......... 98 Ben Bova DRAGONMIRTH ............... 100 Orion must help a young king find both ROLEPLAYING REVIEWS .......... 104 a weapon and his own courage. KNIGHTS OF THE DINNER TABLE ... 114 TSR PREVIEWS ................. 116 62 PROFILES ..................... 120 Staff Publisher Wendy Noritake Executive Editor Pierce Watters Production Manager John Dunn Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha On the Cover Fred Fields blends fantasy with science fiction in this month's anniversary cover.
    [Show full text]
  • Dragon Magazine #217
    Issue #217 Vol. XIX, No. 12 May 1995 Publisher TSR, Inc. Associate Publisher Brian Thomsen SPECIAL ATTRACTIONS Editor-in-Chief Boons & Benefits Larry Granato Kim Mohan 10 Compensate your PCs with rewards far more Associate editor valuable than mere cash or jewels. Dale A. Donovan Behind Enemy Lines Phil Masters Fiction editor 18 The PCs are trapped in hostile territory with an Barbara G. Young entire army chasing them. Sounds like fun, doesnt it? Editorial assistant Two Heads are Better than One Joshua Siegel Wolfgang H. Baur 22 Michelle Vuckovich Split the game masters chores between two people. Art director Class Action Peter C. Zelinski Larry W. Smith 26 How about a party of only fighters, thieves, clerics, or mages? Production Renee Ciske Tracey Isler REVIEWS Subscriptions Janet L. Winters Eye of the Monitor Jay & Dee 65 Imitation is the sincerest form of flattery. U.S. advertising Cindy Rick The Role of Books John C. Bunnell 86 Delve into these faerie tales for all ages. U.K. correspondent and U.K. advertising Carolyn Wildman DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S.
    [Show full text]
  • Cnow: Eldritch Witchery
    Advanced Dungeons & Dragons 2nd Edition The Complete Netbook of Witches & Warlocks: Eldritch Witchery Supplement I 1 The Complete Netbook of Witches and Warlocks: Eldritch Witchery Forward Welcome to the first supplement to the Complete Netbook of Witches and Warlocks. This supplement will contain new ideas, revised old ones, and some extra things I thought you might enjoy. It took me close to 10 years to start and then finish my first netbook. Hopefully this one will not take as long. To begin with, none of the information in this volume is necessary or required to continue to play your witch characters. There is some additional information and errata, but most will be new information. Also there will be some information that is not necessarily witch related, but designed to add extra background to the worlds the witch is likely to play in. This supplement pays homage to the Original Dungeons and Dragons game supplement Eldritch Wizardry. That supplement introduced demons, psionics, artifacts and druids to the D&D game for the first time. It also was the first D&D product that came close to being banned. The controversial cover art, a nude blond woman bound up for a sacrifice, made this a rare item to find. Eldritch Witchery, which conversely has no cover art, will not be as rare or as collectable, but hopefully it will provide you with as much fun as the first provided me. Copies of this supplement, the original Complete Netbook of Witches and Warlocks, as well as any future supplements can be found at my website at http://www.rpghost.com/WebWarlock or http://go.to/WebWarlock.
    [Show full text]
  • Dragon Magazine #179
    SPECIAL ATTRACTIONS Issue #179 Magic is Power Vol. XVI, No. 10 9 A treasure trove of magical items youve never seen before. March 1992 Picture This! Nigel Findley 10 Magical paintings that can save your lifeor take it away. Publisher James M. Ward Magic by Candlelight Gregg Chamberlain 16After you light one of these magical candles, be sure you stand way Editor back. Roger E. Moore Something Completely Different Bruce Humphrey 21 Liven up your treasure hoards with valuables that surprise as well as Fiction editor please. Barbara G. Young Seven Enlightening Lanterns Stephen Giles Associate editor 26 If you explore the dungeons of the Forgotten Realms, be sure to have Dale A. Donovan one of these devices in hand. Editorial assistant Wolfgang H. Baur Art director Larry W. Smith OTHER FEATURES Production staff Gaye OKeefe Angelika Lokotz Moonlight fiction by Heather Lynn Sarik Tracey Zamagne Mary Chudada 32 Pure, distilled moonlight, silvery and brightjust the target for two smart thieves. Subscriptions The Voyage of the Princess Ark Bruce A. Heard Janet L. Winters 41 A journey to a kingdom that has gone entirely to the dogs. U.S. advertising The MARVEL® Phile Dale A. Donovan and Steven E. Schend Roseann Schnering 47 Did you ever meet a super villain you wanted to laugh at rather than punch? U.K. correspondent The Role of Computers Hartley, Patricia, and Kirk Lesser and U.K. advertising Bronwen Livermore 57 A look through Eye of the Beholder II and a visit with some Merry Men. Wonders of the Land of Fate Jeff Grubb 66 The AD&D® AL-QADIM setting has flying carpets, efreeti bottles, and much, much more! Role-playing Reviews Lester W.
    [Show full text]
  • Sample File Oerth Is but One World Among Many, Separated Either by the Gulfs of Space, the Invisible Ether, Or the Fragile Veils of Reality
    Sample file Oerth is but one world among many, separated either by the gulfs of space, the invisible ether, or the fragile veils of reality. The craft and persistence of magic defines the nature of Oerth. Throughout recorded his- tory, magical conflict and restoration have shaped this world. Some of these magic-driven events touch upon The GREYHAWK campaign depicts a magical land at the history of other worlds, and portals sometimes the crossroads of countless possibilities. The most open between Oerth and alien spheres. Few other fantastic of many worlds, Greyhawk's world of Oerth worlds boast the magical profundity of Oerth, and is a place where powerful creatures contest with many strange beings are found there, drawn by the lure humanity and other races, where good folk struggle of the supernatural. The majority of such entities make against evil, and Law wrestles with Chaos, Oerth is a their homes far from the sunlit skies of Oerth's surface, world of magic, mystery, and the imagination. preferring to live secretly in lightless caverns below, The gem of this world is the city of Greyhawk, a where they may thrive and plot unseen. teeming metropolis that attracts heroes and villains If the paths of the underworld are hidden from alike. Warriors, merchants, wizards, beggars, clerics, view, the wise may still turn their attention to the sages, and thieves fill its streets in search of high heavens. All know that the sun travels once around adventure. Oerth every 364 days, visiting the Twelve Lairs of the The GREYHAWK campaign centers on the Flanaess, Zodiac in an appointed round that never varies.
    [Show full text]
  • Mind Flayer Infiltrator Level 14 Lurker
    Sample file The Crystalline Caves of Black Leaf Forest by Andrew Clissold This is a fifth edition Dungeons & Dragons adventureSample for levelfile 8-9 characters. The adventure takes place in a network of caves under Black Leaf Forest in 913 in the Common Era. ARTWORK: Tom Bonin. PLAYTESTERS: James Angus, Lachlan Crews, Shannon Lee, Simon McLucas, Bill Williamson. ACKNOWLEDGEMENTS: Gary Gygax and Dave Arneson created Dungeons & Dragons. Wizards of the Coast created fifth edition Dungeons & Dragons. Dungeons & Dragons, D&D, Wizards of the Coast, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc.. This product is a work of fiction. Any similarity to actual people, organisations, places, or events included herein is purely coincidental. June 2015. 1 DM’S BACKGROUND The party must solve a riddle from a fairy slug in the Cavern of the Fairy Slugs at 10. In the Crystalline Caves of Black Leaf Forest The party must cross a rocky gorge in The Vast there is an entrance to the dark elf city of Ithilanx, Cavern at 11. a city radiant with precious gems and minerals far The party must fight an inquisition of mind flayers beneath the earth. The entrance is a set of gold from the Cavern of the Swirling Pool at 12. double doors that have magical writing on them, The party must fight a group of dark elves in The and it is protected by drow of the House of Plaza at 14.
    [Show full text]
  • AD&D® 2Nd Edition Domains of Dread€- Ravenloft Campaign Setting
    AD&D® 2nd Edition Domains of Dread - Ravenloft Campaign Setting file:///C|/WINDOWS/Desktop/downloads/domaindread/index.htm (1 of 2) [3/3/2001 1:11:06 PM] Domains of Dread - Credits Previous Next Cover Dedications For James and Amy Wyatt. Sometimes new friends are the best friends. - William W. Connors This book is dedicated to my friend Christian Rojas. Words cannot express my loss. - Cindi Rice Credits Designers: William W. Connors & Steve Miller First Edition Setting Designers: Andria Hayday & Bruce Nesmith Editors: Miranda Horner & Cindi Rice Cover Illustrators: David Martin & Henry Higginbotham Interior Illustrators: Marik Nelson, Arnie Swekel, Val Mayrik, Scott Johnson, Peter White & Paul Carrick Typographer: Angelika Lokotz Cartographer: Rob Lazzaretti Graphic Designer: Matt Adelsperger Creative Director: Thomas M. Reid Art Director: S. Daniele Proofreaders: Steven Brown, Michele Carter. David Eckelberry, Duane Maxwell, Kim Mohan,'Bill Olmesdahl, Jon Pickens, John D. Rateliff, Keith Francis Strohm, Sue Weinlein Cook, Skip Williams, & David Wise Special Thanks Steven Brown, Doug Carter, Scolt Douglas (and his RPGA Network thugs), David Gross. Harold Johnson, Steve Kurtz, Angelika Lokotz, Colin McComb, DawniMurin. John Rateliff. Thomas M. Reid, Lisa Smedman. Skip Wiltiams, Jeremy Winstanley, Steve Winter, David Wise. James Wyalt, slade, and countless others. Previous Next Up file:///C|/WINDOWS/Desktop/downloads/domaindread/dod00010.htm [3/3/2001 1:11:11 PM] Domains of Dread - Table of Contents Previous Next Cover Table of Contents
    [Show full text]