recursal/Fanatic-Fandom huggingface dataset:
Baldur's Gate (novel)

***Baldur's Gate*** is a novel written by Philip Athans in June 1999, based on the role-playing video game *Baldur's Gate*.

## Plot summary

Sabotage in the iron mines of the Sword Coast is pushing powerful nations towards a bloody war, as a young mercenary gets closer to discovering an unimaginable secret.

## Reception

One reviewer stated: "I read this novel because I was such a fan of the game and its sequels, so I was hoping for a similar experience with the novelization of the game by Philip Athans. I was totally wrong! This was such a let-down, in many ways."

## References

{{#vardefine:numCol|2}}

1. ↑ http://lesliecourtney.com/2013/01/01/the-rogue-scholars-review-of-baldurs-gate-by-philip-athans/

Template:1990s-fantasy-novel-stub
Andria Hayday

**Andria Hayday** is a game designer who has worked primarily on role-playing games.

## Career

Between 1983 and 1984, approximately 200 people left TSR as a result of multiple rounds of layoffs; as a result Andria Hayday joined CEO John Rickets, as well as Mark Acres, Gaye Goldsberry O'Keefe, Gali Sanchez, Garry Spiegle, Carl Smith, Stephen D. Sullivan and Michael Williams in forming the game company Pacesetter on January 23, 1984.

Hayday and Bruce Nesmith designed the *DragonStrike* board game, which was published by TSR, Inc. Hayday oversaw the artistic design of Jeff Grubb's 1992 Arabic setting Al-Qadim. Her *D&D* design work includes *Monstrous Compendium Spelljammer Appendix* (1990), *Darklords* (1991), *Ravenloft Campaign Setting*, 2nd Ed. (1994), *Domains of Dread* (1997).

## References

{{#vardefine:numCol|2}}

1. ↑ 1.0 1.1 Shannon Appelcline (2011). *Designers & Dragons*. Mongoose Publishing.
2. ↑ Swan, Rick (December 1993). "Role-playing Reviews". *Dragon*. Lake Geneva, Wisconsin: TSR (#200): 117–118.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>

## External links

* Error on call to Template:cite web: Parameters **archiveurl** and **archivedate** must be both specified or both omitted. Andria Hayday :: Pen & Paper RPG Database.

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Alaundo

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Akabar Bel Akash

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Antipaladin

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Baalphegor (Dungeons &Dragons)

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Atropal

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* Libris Mortis

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Ammarindar

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Azael (Dungeons & Dragons)

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Baba Yaga's Hut (Dungeons and Dragons)

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Ackal Ergot

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Baba Yaga's Hut (Dungeons & Dragons)

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Bariaur

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Heliumy

Heliumy is a character in The Stickos.

## Personality

Helium is very energetic and occasionally mischievous. He often floats around and hangs out with other people.

## Appearance

Heliumy is a blue balloon with only string making up his body. He also lacks limbs.

## Trivia

* Heliumy is the only Stickos character with no limbs. Him being a stickman is only because of his string body, but otherwise he's just a regular balloon.
* Heliumy constantly floats up into the air, meaning if he stops moving without something holding him down he would float into space and eventually die.
Baaz Draconian

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Ardat

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Armor class

In some role-playing games, **armor class** (abbreviated **AC**) is a derived statistic that indicates how difficult it is to land a successful blow on a character with an attack. It represents either a character's protective equipment, ability to dodge attacks, or a combination of the two.

Dungeons & Dragons was one of the first games to use an armor class system. The concepts of armor class and hit points in the game originated in a set of rules for a naval battle game set during the American Civil War. *Dungeons & Dragons* co-creator Dave Arneson adopted the concepts in miniatures games that he ran shortly before the first edition of *D&D* was written.

Numerous *Dungeons & Dragons*–derived tabletop role-playing and role-playing video games use an armor class system. Many games with unrelated systems use the term to represent a character's ability to avoid damage or reduce damage taken.

## References

{{#vardefine:numCol|2}}

1. ↑ Dave Arneson interview. GameSpy.com. Retrieved on 2008-11-01.

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Azor'alq

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Arcane Trickster

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Azael (Dungeons and Dragons)

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Asper (Forgotten Realms)

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Baldur's Gate II: Shadows of Amn (novel)

***Baldur's Gate II: Shadows of Amn*** is a novel by Philip Athans based on the videogame of the same name from BioWare and Interplay. It was released in September 2000 and was the second in a trilogy.

## Plot summary

The novel follows a Bhaalspawn named Abdel Adrian who has awful powers to kill and destroy like Bhaal himself. The story takes place in the Forgotten Realms.

## External links

* http://www.fantasticfiction.co.uk/a/philip-athans/shadows-of-amn.htm

Template:2000s-fantasy-novel-stub
Atomie

In the *Dungeons & Dragons* fantasy role-playing game, the **atomie** (Template:IPA-en *AT-ə-mee*) is a type of fey.

## Publication history

The atomie first appeared in the first edition *Monster Manual II* (1983).

The atomie appeared in the second edition for the Greyhawk setting in the *Monstrous Compendium Greyhawk Appendix* (1990) under the "sprite" entry, and then in the *Monstrous Manual* (1993).

## Description

The atomie is the lightest and quickest of all the sprites, standing at less than one foot tall. An atomie has elven features, with pale skin with a hint of woodland green, and four dragonfly-like wings. An atomie's voice is high-pitched, sounding like the buzzing of a bee. Atomies have magical abilities, and sometimes carry weapons as well. Upon hearing an intruder, atomies hide and try to make the intruder go away, using false lights, clattering voices, and pesky, summoned insects.

Atomies live in forests, in the upper branches of old hardwood trees, one family per tree. Each family hollows out a series of tiny rooms, decorating with walnut chairs, woven pine needle rugs, acorn dishes, and the like. A network of balconies, landings, and rope bridges connects the dwellings, forming a village high above the forest floor. Atomies seldom bother with outsiders.

## Other publishers

The atomie appeared in the *Tome of Horrors* (2002) from Necromancer Games.

The atomie appeared in Paizo Publishing's book *Pathfinder Roleplaying Game Bestiary 3* (2011), on page 28.

The atomie appears in Castles & Crusades *Classic Monsters the Manual*.

## References

{{#vardefine:numCol|2}}

1. ↑ Mentzer, Frank. "Ay pronunseeAY shun gyd" *Dragon* #93 (TSR, 1985)
2. ↑ Gygax, Gary. *Monster Manual II* (TSR, 1983)
3. ↑ Breault, Mike, ed, et al. *Greyhawk Monstrous Compendium Appendix* (TSR, 1990)
4. ↑ Stewart, Doug, ed. *Monstrous Manual* (TSR, 1994)
5. ↑ Green, Scott (2002). *Tome of Horrors*. Necromancer Games, 12.
6. ↑ Bulmahn, Jason (lead designer). *Pathfinder Roleplaying Game Bestiary 3* (Paizo Publishing, 2011)
7. ↑ Hartsfield, Kim (2012). *Castles & Crusades: Classic Monsters the Manual*. Troll Lord Games, 14.
Azeroth (world)

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Ansalon

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Alrunes

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Baphomet (Dungeons and Dragons)

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Bastion of Broken Souls

***Bastion of Broken Souls*** is an adventure module for the 3rd edition of the *Dungeons & Dragons* fantasy role-playing game.

## Plot summary

In *Bastion of Broken Souls*, the great wyrm Ashardalon accumulates power, while one of the heads of the demon prince Demogorgon plots to use the player characters in its plan to slay the dragon and thereby gain enough power to destroy the other head and become a singular being.

## Publication history

*Bastion of Broken Souls* was published in 2002, and was written by Bruce R. Cordell, with cover art by Jeff Easley and interior art by David Roach.

Bruce Cordell was inspired to use Demogorgon in his design because the creature is his favorite demon prince.

## Reception

The reviewer from *Pyramid* notes that the adventure begins with a surprise attack of a singular nature during the characters' day-to-day activities. "[T]he attacker is a nine-foot-tall, six-armed fiend with the lower body of a snake and the upper of a nude woman, wielding multiple loops of animated barbed chain. The fact that the attack comes out of nowhere and seemingly without reason should grab the attention of the players and create all sorts of questions they will definitely want answered..." The reviewer writes that the adventure is designed to fit into any fantasy campaign, and that if the party successfully completes the adventure they should gain enough experience to advance beyond 20th level, and would therefore be suited to campaigns run with the *Epic Level Handbook*.

## References

{{#vardefine:numCol|2}}

1. ↑ Ryan, Michael (March 2, 2002). Product Spotlight: Bastion of Broken Souls. Wizards of the Coast. Retrieved on August 1, 2013.
2. ↑ Bastion of Broken Souls. (October 9, 2002).
Bechard (Dungeons & Dragons)

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Aurumach

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Aranea (Dungeons & Dragons)

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Alocer (Dungeons & Dragons)

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Abiorach

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Baftis

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Banderlog

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A Hero's Tale

***A Hero's Tale*** is an adventure module for the 2nd edition of the *Advanced Dungeons & Dragons* fantasy role-playing game, published in 1996.

## Plot summary

*A Hero's Tale* is a collection of ten scenarios, each one between five and eight pages long, and ranging in character level required from 1st level right up to 10th. The scenarios are all linked together to form a complete mini-campaign with a hidden plot which concerns an artefact called the Waning Star. Throughout the scenarios the characters meet NPCs who are looking for this artefact, and feel its influence.

## Reception

Paul Pettengale reviewed *A Hero's Tale* for *Arcane* magazine, rating it an 8 out of 10 overall. He commented that "The scenarios are not too complicated, mainly because of their brevity, and could perhaps be described as little more than encounters. Still, each one is good - there's not a duffer throughout the collection - and I'm sure referees will end up using each and every one of them." He adds: "Where this collection of scenarios is especially clever, though, is in the way they're all linked together, however tenuously, to form a complete mini-campaign in their own right. [...] Whether they actually guess what's afoot, however, is unlikely until towards the end of the collection." Pettengale concluded his review by stating: "So, a worthy bunch of short scenarios which should fit into just about any ongoing campaign. Oh, and the title, in case you were wondering, derives from passages of monologue at the start of each scenario spoken by Thad Bravencloke - a chap who's been through all of this long, long ago."

## References

{{#vardefine:numCol|2}}

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Pettengale, Paul (November 1996). "Games Reviews". *Arcane*. Future Publishing (12): 70.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
Bel (D&D)

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Adimarchus

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* Demon lord (Dungeons & Dragons)

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Anauroch: The Empire of Shade

***Anauroch: The Empire of Shade*** is an adventure module for the 3.5 edition of the *Dungeons & Dragons* fantasy role-playing game.

## Plot summary

*Anauroch: The Empire of Shade* takes place in the Forgotten Realms setting, where malign forces conspire to undo the Weave and replace it with the Shadow Weave, causing the Great Desert of Anauroch to change. The player characters must intervene or else all of Faerun will soon feel the dark might of the greatest magical empire since Netheril.

## Publication history

*Anauroch: The Empire of Shade* was published in November 2007, with cover art by William O'Connor and interior art by Eric Deschamps, Randy Gallegos, Fred Hooper, Monte Michael Moore, William O'Connor, and Francis Tsai. Though the book is credited to Greg A. Vaughan, Thomas M. Reid, and Sean K. Reynolds on the front cover, Sean K. Reynolds was not actually involved in the project. The third author was, instead, Skip Williams and is properly credited on the book's title page and on the credits page.

## Reception

Martin Drury of RPGamer wrote that the adventure "[...] just does not live up to expectations. [...] Despite a few bright spots, *Anauroch: The Empire of Shade* falls short of sending *Wizards of the Coast'*s 3.5 Edition publishing days out with a bang. Game Masters and players who participated in the first two adventures of the trilogy will probably want to play through it out of necessity, but anyone looking for a stand-alone adventure would be best served looking elsewhere."

## References

{{#vardefine:numCol|2}}

1. ↑ Drury, Martin (10 October 2016). "Anauroch: The Empire of Shade". RPGamer.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>[*permanent dead link*]
Advanced Dungeons & Dragons (comics)

Template:Short description

***Advanced Dungeons & Dragons*** was a comic book produced by DC Comics under license from TSR.

## Publication history

During the 1980s and 1990s, DC Comics published several licensed *D&D* comics, including *Advanced Dungeons & Dragons*, *Dragonlance*, *Forgotten Realms*, and *Spelljammer*. *Advanced Dungeons & Dragons* debuted in October 1988, after the *Dragonlance* series. Dan Mishkin authored the *Advanced Dungeons & Dragons* (1988-1991) comic book. In the late 1980s, Jeff Grubb wrote four fill-in issues of *Advanced Dungeons & Dragons*. Michael Fleisher also wrote for the series. Jan Duursema drew the *Advanced Dungeons and Dragons* comic book series for three years. Duursema drew issues #1-22, 24-30, 33-36, and Annual #1 (1988–91), while Ron Randall also provided artwork for issue #8, and Tom Mandrake illustrated issues ##23, 31-32, and Annual #1 (1990-1991). Elliot S. Maggin served as an editor for DC from 1989 to 1991 and oversaw the licensed TSR titles, including *Advanced Dungeons & Dragons*. In October 1991, the TSR license ended bringing an end to the line with *Advanced Dungeons & Dragons* reaching issue 36.

## Characters

Khelben "Blackstaff" Arunsun appeared in the *Advanced Dungeons & Dragons* comic book as a friend, ally and occasional manipulator of the Waterdeep-based main characters.

An incarnation of Selûne appeared as a supporting character in the series, masquerading as "Luna", the proprietor of an inn called "Selune's Smile". Appearing mostly as a background character and occasional *deus ex machina* for the main story, her true identity was eventually discovered by all of the series' primary characters. In the series' finale, Luna fully reclaimed her godly might (hidden behind an attic door within "Selune's Smile"), and ascended to the realms of the gods, bequeathing ownership of her inn to one of the series' leads.

Kyriani, Vajra Valmyjar, Onyx the Invincible, Timoth Eyesbright, and Conner appear in the story "Waterdhavian Nights" in *Forgotten Realms Annual* #1, where they team up with the crew of the Realms Master when the ship arrives in a festive Waterdeep to collect an artifact, the Eye of Selune. Followers of the evil Imgig Zu also seek the Eye in order to free Zu, who is trapped inside. The crew of the Realms Master teams up with the characters from *Advanced Dungeons & Dragons* to stop the followers of Imgig Zu.

## References

{{#vardefine:numCol|2}}

1. ↑ *Dungeons & Dragons* FAQ. Wizards of the Coast. Archived from the original on 2008-10-03. Retrieved on 2008-10-03.
2. ↑ Shannon Appelcline (2011). *Designers & Dragons*. Mongoose Publishing, 21.
3. ↑ Varney, Allen (May 1998). "Profiles: Jeff Grubb". *Dragon*. Renton, Washington: Wizards of the Coast (#247): 120.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>
4. ↑ Jan Duursema at the Grand Comics Database
5. ↑ Hughes, Bob. 1990-1995. October 01, 2006. DC Timeline.
6. ↑ *Advanced Dungeons & Dragons* #1-36 & *Advanced Dungeons & Dragons Annual* #1, DC Comics, December 1988-December 1991
Alkilith

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Amn (Forgotten Realms)

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A Guide to the Astral Plane

***A Guide to the Astral Plane*** is an accessory for the 2nd edition of the *Advanced Dungeons & Dragons* fantasy tabletop role-playing game, published in 1996.

## Contents

The book explains rules for astral travel, zero-gravity combat and spellcasting in the astral plane. The mid-section of the book provides information on the Githyanki, the indigenous species on the Astral, which is suggested as an optional player race. The final section of the guide deals with other creatures that live on the plane, and describes a few locations.

## Reception

Trenton Webb reviewed *A Guide to the Astral Plane* for *Arcane* magazine, rating it an 8 out of 10 overall. He quips that: "The problem with *Planescape* is that it inspires an almost ceaseless tide of high-quality accessories, and such creativity puts a strain on both the finances and campaigns of referees. *The Guide to the Astral Plane* further exacerbates this problem." He comments that "*The Guide* breathes life into what had hitherto been little more than a planar motorway. Essentially infinite and filled with few 'solid locations' or indigenous species, the Astral Plane should by rights be a dull place. Yet with some deft imaginative touches and sleight of logic, the guide transforms this dead zone into a wonderfully different 'world'." Webb adds: "By expanding the accepted 'physics' of the Astral plane and applying classic *Planescape* thinking, the Silver Void is made solid and comprehensible. Rules for astral travel, zero-gravity combat and spellcasting are crisply and clearly explained - all concepts that will add extra spice to normal play and properly emphasise the unique nature of this inner space." He continues "For these rules to have any practical value, though, the Astral Plane has to be worth exploring. And for that it needs people and places. The mid-section of the guide's response is more information than even an Illithid would want on the Githyanki - the indigenous species on the Astral. Such depth is necessary because it's suggested as an optional player race, but while as non-player characters the Githyanki boast some excellent twists and Astral-specific spells, as PCs they would be little more than dextrous, not to mention ugly, egg layers." Webb concludes his review by saying, "The final section of the guide deals with those other beasties who make the void their home and the few areas that actually 'exist.. Many of the monsters have been met before in other *Planescape* sourcebooks, but the locations are excellent, original work - the Bonecloud (a zombie swarm) and Divinity Leech (a fortress that sucks energy from the corpses of gods) take the bizarre nature of this plane to its logical extreme. All of the locations are dutifully different and the majority are truly inspired, so they're well worth running the void for."

## References

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1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Webb, Trenton (January 1997). "Games Reviews". *Arcane*. Future Publishing (15): 68.<templatestyles src="Module:Citation/CS1/styles.css"></templatestyles>

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Baenre

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Bargrivyek

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Barbazu

### first

"From the Sorcerer's Scroll: New Denizens of Devildom", in *Dragon* #75 (TSR, 1983)

In the *Dungeons & Dragons* fantasy role-playing game, the **barbazu** (or bearded devil) is a type of devil.

## Publication history

The bearded devil (lesser devil) was first detailed in Gary Gygax's article "From the Sorcerer's Scroll: New Denizens of Devildom", in *Dragon* #75 (TSR, 1983). The bearded devil also appeared in the first edition *Monster Manual II* (1983).

The barbazu lesser baatezu appear in second edition in the *Monstrous Compendium Volume Outer Planes Appendix* (1991) under the "baatezu" heading, and is also detailed under the "baatezu" heading in the first *Planescape Monstrous Compendium Appendix* (1994).

The barbazu appears under the "devil" heading in the third edition *Monster Manual* (2000), and as the bearded devil (barbazu) in the revised 3.5 edition *Monster Manual* (2003).

## Description

A barbazu is a ferocious warrior that frenzies with a saw-toothed glaive.

## Other publishers

The bearded devil appeared under the "devil" heading in Paizo Publishing's book *Pathfinder Roleplaying Game Bestiary* (2009), on page 73.

## References

{{#vardefine:numCol|2}}

1. ↑ Gygax, Gary. "From the Sorcerer's Scroll: New Denizens of Devildom" Dragon #75 (TSR, July 1983)
2. ↑ Gygax, Gary. *Monster Manual II* (TSR, 1983)
3. ↑ LaFountain, J. Paul. *Monstrous Compendium Outer Planes Appendix*. (TSR, 1991)
4. ↑ Varney, Allen, ed. *Planescape Monstrous Compendium Appendix* (TSR, 1994)
5. ↑ Cook, Monte, Jonathan Tweet, and Skip Williams. *Monster Manual* (Wizards of the Coast, 2000)
6. ↑ Cook, Monte, Jonathan Tweet, and Skip Williams. *Monster Manual* (Wizards of the Coast, 2003)
7. ↑ Bulmahn, Jason (lead designer). *Pathfinder Roleplaying Game Bestiary* (Paizo Publishing, 2009)
Arnie Swekel

**Arnie Swekel** is an artist whose work has appeared in role-playing games.

## Background

Swekel was born May 2, 1964 and grew up in River Rouge, MI.[*citation needed*]

```
After graduating high school he briefly attended The Center for Creative Studies (now called College for Creative Studies) in Detroit but left after only one semester.[*citation needed*]
Swekel's interest in art continued unabated, however and, while largely self-taught, began his career as a professional artist at age 27. Swekel currently works as a principal artist at the computer game company Raven Software and lives in the Madison Wisconsin area with his wife and three children.

```

## Works

Arnie Swekel has continued to produce interior illustrations for many *Dungeons & Dragons* books and *Dragon* magazine since 1992, as well as cover art for *Return to White Plume Mountain* (1999), *Psionics Handbook* (2001), *Manual of the Planes* (2001), and *Epic Level Handbook* (2002). He has also produced artwork for many other games including *Pendragon* (Chaosium), *Obsidian* (Apophis Consortium), and *Kingdoms of Kalamar* (Kenzer and Company).

Swekel also illustrated cards for the *Magic: The Gathering* collectible card game.

## References

{{#vardefine:numCol|2}}

1. ↑ 1.0 1.1 1.2 http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/feature/126

## External links

* Error on call to Template:cite web: Parameters **archiveurl** and **archivedate** must be both specified or both omitted. Arnie Swekel :: Pen & Paper RPG Database.

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Axe beak

In the *Dungeons & Dragons* fantasy role-playing game, the **axe beak** is a type of animal.

## Publication history

The axe beak first appeared in the first edition in the original *Monster Manual* (1977).. The Axe beak was also an answer in the first *White Dwarf* "Creature Quiz" in issue #25 (June/July 1981).

The axebeak appears in the first *Monstrous Compendium Forgotten Realms Appendix* (1989), under the "Pleistocene animals" heading. The axe beak is reprinted with the other Pleistocene animals in *Monstrous Compendium Annual Volume Two* (1995).

The axebeak appeared in third edition in the *Arms and Equipment Guide* (2003).

## Description

The axe beak is a prehistoric carnivorous flightless bird, a very fast runner that hunts aggressively.

## Other publishers

The axe beak appeared in the *Tome of Horrors* (2002) from Necromancer Games.

The axe beak appeared in Paizo Publishing's book *Pathfinder Roleplaying Game Bestiary 3* (2011), on page 29.

The axe beak appears in *Advanced Edition Companion* of Labyrinth Lord.
It also appears in OSRIC where its connection to Phorusrhacidae is more explicit.

## References

{{#vardefine:numCol|2}}

1. ↑ Gygax, Gary. *Monster Manual* (TSR, 1977)
2. ↑ **Lua error in package.lua at line 80: module 'Module:Citation/CS1/Suggestions' not found.**
3. ↑ Conners, William, et al. *Monstrous Compendium Forgotten Realms Appendix* (TSR, 1989)
4. ↑ Cagle, Eric, Jesse Decker, Jeff Quick, Rich Redman, and James Wyatt. *Arms and Equipment Guide* (Wizards of the Coast, 2003)
5. ↑ Green, Scott (2002). *Tome of Horrors*. Necromancer Games, 13.
6. ↑ Bulmahn, Jason (lead designer). *Pathfinder Roleplaying Game Bestiary 3* (Paizo Publishing, 2011)
7. ↑ Proctor, Daniel (2011). *Labyrinth Lord: Advanced Edition Companion*. Goblinoid Games, 106.
8. ↑ Marshall, Stuart (2006). *OSRIC, Old School Reference and Index Compilation*. Knights n Knaves, First Edition Society, 243-244.
Al'Akbar

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