By Colin McComb
Written for Dungeon Masters and avid gamers, this 192-page, full-color ebook comprises: * 20 separate pantheons detailing the powers worshipped by means of people, demihumans, and monsters (including the deities of the AD&D video game worlds). Zeus, Sung Chiang, Gruumsh, Takhisis - they're all right here, according to chant from Legends & Lore, the DEITIES & DEMIGODS ebook, Monster Mythology, and AD&D video game global resources. * New rules and ideas for priest characters at the planes. * pointers on developing, vacationing, and surviving divine nation-states. * a glance at powers favorite via factions and planewalkers. * accomplished appendices directory gods through pantheon and portfolio. * Full-color maps of nation-states excellent and infernal.
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Jander Sunstar, an elven vampire from the Forgotten nation-states international, is pulled into the newly shaped darkish realm of Ravenloft and forges an alliance with the land's strongest inhabitant--Count Strahd Von Zarovich, himself a newly risen vampire. yet as Jander teaches the count number the finer issues of being undead, he learns that he's tutoring the guy that drove his misplaced love insane!
The ebook of the respectable complicated Dungeons and Dragons computing device game.
Five partners locate themselves within the unenviable place of shielding the soon-to-be ghost city opposed to a rival owning really good power.
Note: initially released in print shape in 1989; publication released 2012.
Decided to force a exchange course via Anauroch, the Zhentarim have despatched a military to enslave the fierce nomads of the good barren region. As tribe after tribe fall to the intruders, just a unmarried lady, Rhua, sees the genuine danger—but what sheik will heed the recommendation of an outcast witch?
Ruha reveals aid from an unforeseen resource. The Harpers, guardians of liberty in the course of the geographical regions, have despatched an agent to counter the Zhentarim. If she will aid this stranger win the belief of the sheikhs, maybe he can conquer the tribes’ ancestral rivalries and force the invaders from the wasteland.
Smarter, stealthier, tricksier. .. A silent footstep. The flip of a card. The silent kill, and the glitter of a knife at the hours of darkness. those are the instruments of adventurers who dwell via their wits, deep within the shadows. yet even the main expert rogues adore and worship girl success, who holds the variation among luck and failure.
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Additional resources for On Hallowed Ground (Advanced Dungeons & Dragons: Planescape, Deluxe Campaign Accessory 2623)
The marilith is capable of climbing up the mine shafts and slithering through the short tunnels that connect them. ) While she is burrowing, the ground trembles and dirt and rocks rain down from the ceilings of the mine tunnels, and a rumbling growl fills the mine. PCs should be led to believe that death is imminent-that the beast is an unstoppable monster that will pursue them without pause. But although the marilith will chase the PCs for a short time, it will ultimately reach the limits of its confinement in the mine’s narrow tunnels, and Baltoi (True Tanar’ri-Marilith): Genius ( 18); AL CE; AC -9; MV 15; HD 24; THACO 9; #AT 7 ; Dmg 4-24 (tail) and 6 by weapon; SA +2 or better weapon to hit, never surprised, spell immunity; MR 70%;S Z H (20’ long); ML far 2 (18);XP 45,000.
Experimenting on his own, using what little knowledge he had been able to obtain by spying on Victor, Adam at last discovered a way to create his own flesh golems. But Adam’s skill was a pale reflection of the arts of Dr. Mordenheim, and the creatures Adam created were emotionless beings, capable of neither sorrow nor joy-hardly the sort of companions he craved. Further, they had minds of their own. While some were in fact loyal to him, most wandered away to pursue their own destinies. Scorned by humankind, these flesh golems eventually came together to form their own society.
And a variety of earthenjars, vessels, and containers 1 Adam’s Children call this the “second tower” ecause it is a reconstruction of the tower that Adam destroyed three years ago. At the center of each floor of the tower is a small, circular hole. Originally a bell rope passed from the tower to the ground floor through these holes. The Children have only recently recovered the bell that used to hang in the uppermost room of the tower (Room #2d), from the gorge. The huge brass bell now sits on the top floor of the tower, its dents have been hammered out and it is ready to be hung in its original position.