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SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
Cult of the Dragon
Cult of the Dragon by Dale Donovan And naught will be left save shuttered thrones with no rulers. But the dead dragons shall rule the world entire, and . Sammaster First-Speaker Founder of the Cult of the Dragon Dedication To my mother and my father, who always encouraged me, no matter how seemingly strange my interests may have appeared. Thanks to you both I had the chance to pursueand obtainmy dream. While it may seem curious to dedicate a book about a bunch of psycho cultists to ones parents, I figured that, of all people, you two would understand. Credits Design: Dale Donovan Additional and Original Design: L. Richard Baker III, Eric L. Boyd, Timothy B. Brown, Monte Cook, Nigel Findley, Ed Greenwood, Lenard Lakofka, David Kelman, Bill Muhlhausen, Robert S. Mullin, Bruce Nesmith, Jeffrey Pettengill, Jon Pickens, and James M. Ward Development & Editing: Julia Martin Cover Illustration: Clyde Caldwell Interior Illustrations: Glen Michael Angus Art Direction: Dana Knutson and Dawn Murin Typesetting: Angelika Lokotz Research, Inspiration, & Additional Contributions: Robert L. Nichols & Craig Sefton Special Acknowledgment: Gregory Detwiler, Ed Greenwood, Jamie Nossal, Cindy Rick, Carl Sargent, Steven Schend, and the stories of Clark Ashton Smith & Edgar Allan Poe Campaign setting based on the original game world of Ed Greenwood. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, PLAYERS OPTION, and the TSR logo are registered trademarks owned by TSR, Inc. COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, and MONSTROUS MANUAL are trademarks owned by TSR, Inc. -
Player's Guide
Player’s Guide Player’s Guide Design: James Jacobs n the Savage Tide Adventure Path, your Additional Design: Jason Bulmahn characters are destined to face a wide range of Developer: James Jacobs Idangerous monsters, hostile terrain, murderous Editors: James Jacobs, Erik Mona, James Sutter organizations, and sinister magic. Yet before you Art Director: Sean Glenn set off , you’ll need to know where your character is Graphic Designer: Drew Pocza from. This campaign begins in the exotic port city of Cover Artist: Todd Lockwood Sasserine, and it is here that the foundations of your Illustrations: Ben Wootten character will be laid. The City of Sasserine is perched Cartographer: Robert Lazzaretti on the edge of the known world, the last stop before Prepress Manager: Kelly O’Brien the endless expanse of the Amedio Jungle. It is a hub of Production Manager: Jeff Alvarez trade, and home to more than fi � een thousand souls, Publisher: Erik Mona a bastion of civilization in a realm haunted by piracy, Paizo CEO: Lisa Stevens disease, violent weather, and monsters. Based on the original Dungeons & Dragons rules Further details on Sasserine are provided for the created by Gary Gygax and Dave Arneson and the new DM in Dungeon #139, which also kicks off the new Dungeons & Dragons game designed by Jonathan Savage Tide Adventure Path. This campaign assumes Tweet, Monte Cook, Skip Williams, Richard Baker, and your starting character is a Sasserine native, and as Peter Adkison. such you can expect to know a fair amount in advance about the city. This booklet presents everything you’ll This game product contains no Open Game Content. -
Oblivion's Edge Jeremy Strandberg
Lawrence University Lux Lawrence University Honors Projects 5-12-1998 Oblivion's Edge Jeremy Strandberg Follow this and additional works at: https://lux.lawrence.edu/luhp Part of the Fiction Commons, and the Liberal Studies Commons © Copyright is owned by the author of this document. Recommended Citation Strandberg, Jeremy, "Oblivion's Edge" (1998). Lawrence University Honors Projects. 53. https://lux.lawrence.edu/luhp/53 This Honors Project is brought to you for free and open access by Lux. It has been accepted for inclusion in Lawrence University Honors Projects by an authorized administrator of Lux. For more information, please contact [email protected]. ivion's Jeremy Strandberg Submitted for Honors in Independent Study 5/12/98 Prof. Candice Bradley, Advisor The year is 2042 ... ( Tech no Io g y i s a part of us ... High tech is stylish and chic. Computers have crept into every aspect of life, and billions of users are jacked brain frrst into the internet. Biosculpting can make people look any way they desire. Cybernetic implants-eyes, ears, and prosthetic limbs-break the limits of the human form. Biotechnology feeds billions while saving the lives of millions more. The train from New York to Miami takes under three hours, and there's a bustling tourist trade on Luna. The Veil has thinned ... Supernatural and paranormal phenomena are on the rise. There has been a resurgence of spirituality and superstition. Meditation is taught in grade school Psychic powers are accepted as fact, and most people have encountered a ghost or spirit at least once. Alchemists and fringe scientists are kept on salary by corporations. -
Blight on Bright Sands Sourcebook Page 2
BLIGHT ON BRIGHT SANDS SOURCEBOOK Version 1.0 April 2005 Campaign Arc Direction: Creighton Broadhurst and Stephen Radney-MacFarland Arc Design and Review: Creighton Broadhurst, Chris Chesher, Sampo Haarlaa, Mike Hinds, Tom Kee, Stuart Kerrigan, Paul Looby, Greg Marks, Theron Martin and Bruce Paris, Stephen Radney-MacFarland, Pierre van Rooden. Cartography: Craig Zipse, modified by Stephen Radney-MacFarland Special Thanks: Erik Mona. Resources: Sandstorm: Mastering the Perils of Fire and Sand by Bruce R. Cordell, Jennifer Clarke Wilkes, and JD Wiker; Living Greyhawk Gazetter by Gary Holian, Erik Mona, Sean K Reynolds, and Fredrick Weining; Rary the Traitor by Anthony Pryor; “Into the Bright Desert” from Dungeon issue 98 and “Denizens of the Bright Desert” from Dungeon issue 103; and “City of the Scorned” from Dungeon issue 109 by Paul Looby. ® Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. -
Dragon Magazine #158
S PECIAL ATTRACTIONS Issue #158 Vol. XV, No. 1 9 Weve waited for you: DRAGONS! June 1990 A collection of lore about our most favorite monster. The Mightiest of Dragons George Ziets Publisher 10 In the D&D® game, no one fools with the dragon rulers and lives for James M. Ward long. Editor A Spell of Conversation Ed Friedlander Roger E. Moore 18 If youd rather talk with a dragon than fight it, use this spell. The Dragons Bestiary The readers Fiction editor Barbara G. Young 20 The gorynych (very gory) and the (uncommon) common dragonet. Thats Not in the Monstrous Compendium! Aaron McGruder Assistant editor 24 Remember those neutral dragons with gemstone names? Theyre 2nd Dale A. Donovan Edition now! Art director Larry W. Smith O THER FEATURES Production staff The Game Wizards James M. Ward Gaye OKeefe Angelika Lokotz 8 Should we ban the demon? The readers respondand how! Subscriptions Also Known As... the Orc Ethan Ham Janet L. Winters 30 Renaming a monster has more of an effect than you think. U.S. advertising The Rules of the Game Thomas M. Kane Sheila Gailloreto Tammy Volp 36 If you really want more gamers, then create them! The Voyage of the Princess Ark Bruce A. Heard U.K. correspondent 41 Sometimes its better not to know what you are eating. and U.K. advertising Sue Lilley A Role-players Best Friend Michael J. DAlfonsi 45 Give your computer the job of assistant Dungeon Master. The Role of Computers Hartley, Patricia and Kirk Lesser 47 The world of warfare, from the past to the future. -
An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978. -
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. -
Earthdawn Rulebook Errata
Earthdawn Rulebook Errata The following errata apply to the hardcover edition of the Earthdawn rulebook only; they have been corrected in the softcover edition. Page 36: Step/Action Dice Table The Action Dice listed for Step 19 should be D20 + 2D6, NOT D20 + D6. Page 51: Mystic Armor The paragraph describing Mystic Armor should include the following sentence: "A character's Willpower Attribute determines his Mystic Armor Rating." Page 52: Lifting/Carrying Capacity Table The column heading for Lifting/Carrying Capacity should read, "Carrying Capacity/Lifting". The values remain the same. Page 53: Karma The paragraph describing Maximum Karma Points should read as follows: "Maximum Karma Points refers to the maximum number of Karma Points characters of each race can have at any one time." Page 71: Ork Cavalryman The Initiative Dice should be D6, NOT D8. Page 73: Dwarf Elementalist The Spellcasting Talent Step Number/Action Dice should be 9/D8 + D6, NOT 10/D10 + D6. Page 77: Human Nethermancer The Armor Rating should be 3, NOT 4. Page 119: Trick Riding Talent The Step Number should be Rank+Dexterity Step, NOT Rank+Willpower Step Page 179: Spirit Servant (Circle 4 Nethermancer Spell) The game statistics for this spell were left off the page. The statistics are as follows: Threads: 3 Weaving Difficulty: 8/20 Range: Touch Duration: 3 + Rank days Effect: Summons spirit servant Casting Difficulty: 9 RULES CLARIFICATION To clear up confusion as to how Karma is used in the game, FASA offers the following clarification. All adepts, as well as some of the more powerful creatures of Earthdawn, can tap into the world's magical energy in order to enhance their magical abilities. -
I6 Ravenloft
Ravenloft is a classic gothic horror story. Many mysteries surround Strahd, his castle Ravenloft, and the lands of Barovia. After entering Barovia, the TABLE OF CONTENTS PCs are trapped by a deadly fog. Their adventure can run in any direction, Page culminating in a fantastic vampire hunt. Count Strahd von Zarovich The dark forests of Barovia are filled with wolves and other creatures, Who he is and how to play him..............................................3 making travel there quite unsafe. Fortunes of Ravenloft The gypsy card reading that foretells the adventure.............4 In a clearing in the Svalich woods, lies a gypsy camp. Only Madam Eva Lands of Barovia and her troupe pass in and out of Barovia. There are rumors that Strahd The Count's domain ................................................................6 gave Madam Eva a potion that neutralizes the fog, but no one has ever Start of the Adventure actually seen the potion. It is well known that Madam Eva foretells the future with surprising accuracy. A desperate plea for help ........................................................7 Lands of Barovia Planned Encounters The village of Barovia is a sad place now. Most of the shops have been Meeting Strahd and his creatures ...........................................7 forced to close. The night, and its creatures, belong to Strahd. When the sun Svalich Woods sets, the people of Barovia barricade their homes, trembling in fear. Each Home of the worg wolves ...................................................... 7 night the attacks get worse. Village of Barovia Once a prosperous town, now without hope.........................8 The Burgomaster's mansion is the center of most attacks. For some reason, Strahd is after Ireena Kolyana, the Burgomaster's adopted daughter. -
The Master of Ravenloft Is Having Guests for Dinner . . . and You Are Invited
The master of Ravenloft is having guests for dinner . and you are invited. A dark shape emerges from the shadow of Castle Ravenloft. A fl ash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village below and mutters a single name: “Ireena . .” The Expedition to Castle Ravenloft campaign adventure updates the original 1st Edition Ravenloft® module, retaining the Gothic fl avor and familiar elements while expanding and reimagining some of the locations to create a deeper, richer adventure experience. This campaign adventure is designed for characters of levels 6–10 and features a new, easy-to-use combat encounter format. This book also presents new magic items, feats, and prestige classes for player characters. BASED ON THE CLASSIC ADVENTURE BY Tracy and Laura Hickman For use with these DUNGEONS & DRAGONS® core books Player’s Handbook™ Dungeon Master’s Guide ® SampleMonster Manual ® file Visit our website at www.wizards.com/dnd ™ Sample file CREDITS DESIGNERS COVER ARTIST BRUCE R. CORDELL AND JAMES WYATT KEV WALKER BASED ON BY TRACY AND LAURA I6: RAVENLOFT INTERIOR ARTISTS HICKMAN DAVE ALLSOP, KALMAN ANDRASOFSKY, RALPH HORSLEY, WILLIAM O’CONNOR, LUCIO PARRILLO, DEVELOPMENT AND EDITING ANNE STOKES, EVA WIDERMANN JENNIFER CLARKE WILKES, BILL SLAVICSEK CARTOGRAPHERS EDITING MANAGER JASON ENGLE, KYLE HUNTER KIM MOHAN GRAPHIC DESIGNERS DESIGN MANAGER MARI KOLKOWSKY, TRISH YOCHUM, CHRISTOPHER PERKINS JENNIFER LATHROP DEVELOPMENT MANAGER JESSE DECKER GRAPHIC PRODUCTION SPECIALIST DIRECTOR OF RPG R&D ANGELIKA LOKOTZ BILL SLAVICSEK IMAGE TECHNICIAN SENIOR ART DIRECTOR D&D SVEN BOLEN STACY LONGSTREET PRODUCTION MANAGERS ART DIRECTORS JOSH FISCHER, RANDALL CREWS MARI KOLKOWSKY, KARIN JAQUES Some information in this book is taken from or derived from Domains of Dread by William W. -
GURPS Monster Hunters 3: the Enemy Include: Can Be Found at Gurps.Sjgames.Com/Monsterhunters3
MONSTER HUNTER STM 3 THE ENEMY TM Written by JASON “PK” LEVINE Illustrated by GERINALDO COLON, PAUL DALY, NEIL MELVILLE, SHEA RYAN, and DAN SMITH An e23 Sourcebook for GURP S® STEVE JACKSON GAMES ® Stock #37-0319 Version 1.0 – May 2011 CONTENTS I NTRODUCTION . 3 Demonic Variety . 19 Weaknesses and How to Use This Book . 3 Skin-Changers . 20 Player Knowledge . 28 About the Author . 3 In-Betweeners . 21 Why Aren’t I This Tough? . 3 4. ROGUE HUMANS . 29 3. THE LIVING . 22 Crusaders . 29 1. THE UNDEAD . 4 Albino Alligators . 22 Cultists . 31 Ghosts . 4 Chupacabras . 23 Other Rogues . 32 Ghostly Abilities . 5 Cryptids . 23 Experiments . 32 Mummies . 6 Lycanthropes . 24 Psis . 33 The Mummy’s Curse . 7 Injury Tolerance . 25 Cold-Blooded Murde r . 35 Vampires . 8 Destroying Comfort Zones . 26 Witches . 35 Burning Down the House . 11 Zombies . 12 5. HUNTING Zombies That Aren’t . 12 THEM DOWN . 37 Zombie Mobs . 14 The Undead . 37 Spirit Beings . 37 2. SPIRIT BEINGS . 15 The Living . 38 Angels . 16 Rogue Humans . 38 Demons . 17 Law (Demonic) . 17 I NDEX . 39 About GURPS Steve Jackson Games is committed to full support of Internet. Visit us on the World Wide Web at GURPS players. Our address is SJ Games, P.O. Box www.sjgames.com for errata, updates, Q&A, and much 18957, Austin, TX 78760. Please include a self-addressed, more. To discuss GURPS with our staff and your fellow stamped envelope (SASE) any time you write us! We can gamers, visit our forums at forums.sjgames.com .