Alignments & Alliances
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The HALFLING Point of View by Roger Moore
The HALFLING point of view by Roger Moore The smallest and physically weakest of function is to help maintain the security insistence upon security are readily all the demi-human races are the half- of the halfling community to the best of apparent. The average halfling is reluc- lings, so named because they are almost their abilities, and their most common tant to take action in unexpected situa- exactly one-half the size of humans, Male prayers are for the continued support of tions without looking for a consensus halflings average 3' in height and females their deities in keeping their homes safe among other halflings of what would be slightly less; they all weigh about 50-60 and their lives untroubled. the best thing to do. Thus, halflings tend Ibs., and they look much tike small The normal (0-level) members of the to appear shy, fearful, and overcautious humans. In fact, evidence suggests that halfling community generally believe in when on their own for the first time. halflings are more closely related to an orderly, cooperative system of working Their society appears stagnated in the humans than to any other demi-human together to ensure the continued stability eyes of other races, and they tend to close race. of their society. Individuals who break themselves off from the rest of the world. Most humans tend to see halflings as the rules are scolded and punished for Halfling life, while it seems to suit child-like, basically happy, naive, and "rocking the boat," and it is impressed them well, ran be described at worst as hungry most of the time. -
DRAGONLANCE! Actually, the Name of the World Is Krynn
Another world, another adventure. Another reality to explore, a thrilling new … library? A library, complete with the faintly musty smell of old tomes. Long tall stacks of books, scrolls, and tablets run the length of the chamber you find yourself in. Seated at a desk near the back of the chamber is a lone figure. He scratches away with quill and ink on a scroll, pausing only to wet his quill in a small inkpot and look into a crystal globe located to his left. “Astinus of Palanthas, Master of the Library of Palanthas and Historian of Krynn. He keeps a record of everything that happens here. Everything of note, at least. Most people think he’s immortal or some kind of god. No one seems to know for certain, though.” No one? Your Benefactor smiles one of those little smiles you’ve become so familiar with. “Well, maybe not no one. Maybe you’ll figure it out and tell me all about it?” Seemingly bored with that train of thought, your Benefactor turns away from you and runs their hands along the stacks. “So here we are: DRAGONLANCE! Actually, the name of the world is Krynn. Dragonlance is the title given to the intellectual property created, ‘created,’ by Margret Weiss and Tracy Hickman. So, if you’d like to take a minute to read up on what this place is about, now’s the time and here’s the place to do it. Or I can just give you the Chain’s Notes. Get it? Chain’s Notes? It’s like Cliff’s Notes, but … never mind.” “In the beginning was The High God and from the Beyond he called forth Paladine, Gilean and Takhisis, good, neutral and evil gods respectively. -
Living Forgotten Realms Campaign Guide Explains How to Beyond
LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters. -
Planeswalkers of Ravnica by Christopher Willett
PLANESWALKERS OF RAVNICA BY CHRISTOPHER WILLETT Table of Contents Foreword ...................................................................................................................................................... 2 Planeswalker ................................................................................................................................................ 3 Color Based Alignment ................................................................................................................................. 4 White ................................................................................................................................................................................ 4 Blue .................................................................................................................................................................................... 5 Black .................................................................................................................................................................................. 6 Red .................................................................................................................................................................................... 7 Green ................................................................................................................................................................................ 8 Colors of Magic ......................................................................................................................................... -
Monster Manual
CREDITS MONSTER MANUAL DESIGN MONSTER MANUAL REVISION Skip Williams Rich Baker, Skip Williams MONSTER MANUAL D&D REVISION TEAM D&D DESIGN TEAM Rich Baker, Andy Collins, David Noonan, Monte Cook, Jonathan Tweet, Rich Redman, Skip Williams Skip Williams ADDITIONAL DEVELOPMENT ADDITIONAL DESIGN David Eckelberry, Jennifer Clarke Peter Adkison, Richard Baker, Jason Carl, Wilkes, Gwendolyn F.M. Kestrel, William W. Connors, Sean K Reynolds Bill Slavicsek EDITORS PROOFREADER Jennifer Clarke Wilkes, Jon Pickens Penny Williams EDITORIAL ASSITANCE Julia Martin, Jeff Quick, Rob Heinsoo, MANAGING EDITOR David Noonan, Penny Williams Kim Mohan MANAGING EDITOR D&D CREATIVE DIRECTOR Kim Mohan Ed Stark CORE D&D CREATIVE DIRECTOR DIRECTOR OF RPG R&D Ed Stark Bill Slavicsek DIRECTOR OF RPG R&D ART DIRECTOR Bill Slavicsek Dawn Murin VISUAL CREATIVE DIRECTOR COVER ART Jon Schindehette Henry Higginbotham ART DIRECTOR INTERIOR ARTISTS Dawn Murin Glen Angus, Carlo Arellano, Daren D&D CONCEPTUAL ARTISTS Bader, Tom Baxa, Carl Critchlow, Brian Todd Lockwood, Sam Wood Despain, Tony Diterlizzi, Scott Fischer, Rebecca Guay-Mitchell, Jeremy Jarvis, D&D LOGO DESIGN Paul Jaquays, Michael Kaluta, Dana Matt Adelsperger, Sherry Floyd Knutson, Todd Lockwood, David COVER ART Martin, Raven Mimura, Matthew Henry Higginbotham Mitchell, Monte Moore, Adam Rex, Wayne Reynolds, Richard Sardinha, INTERIOR ARTISTS Brian Snoddy, Mark Tedin, Anthony Glen Angus, Carlo Arellano, Daren Waters, Sam Wood Bader, Tom Baxa, Carl Critchlow, Brian Despain, Tony Diterlizzi, Larry Elmore, GRAPHIC -
RULEBOOK Table of Contents Game Components Introduction the Warring Realms Game Components 2 War Has Come to the Dungeons & Dragons® World
AGE12+ ™ B O A R D G A M E RULEBOOK TABLE OF CONTENTS GAME COMPONENTS INTRODUCTION THE WARRING REALMS Game Components 2 War has come to the Dungeons & Dragons® world. Heroes Here’s a quick overview of the four realms, including sugges- 1 game board Introduction 3 of good and champions of evil strive against each other across tions about each one’s strengths and weaknesses. You can The Warring Realms 3 1 rulebook mountains, seas, forests, and plains, determined to conquer choose which realm to play, rolling dice for order of selection, How to Win 3 or die. Terrible monsters rampage across the land, destroying or pick one randomly by placing one control marker from Ways to Play 4 1 storage tray everything in their path. Mighty dragons dominate the skies, each realm in a cup, then drawing blind. Alliances 4 5 reference cards Setup 5 laying waste to entire armies with their deadly breath. Bold (1 for each realm, plus a Quick Reference card) DARK EMPIRE OF KARKOTH (KARKOTH) Order of Play 8 explorers dare dungeons filled with fearsome guardians and Turn Sequence 9 252 plastic figures (63 for each realm): great treasures. The warlocks who rule Karkoth wield terrible Step 1: Draw 9 powers of necromancy and shadow. Their 80 Footsoldiers Four great realms contend for domination of the known world: undead armies hold a dozen lands in thrall, Step 2: Move 9 mighty empires, leagues of nations, or powerful alliances. Step 3: Fight Battles 12 enforcing their demands for tribute and new 24 Siege Engines The Dark Empire of Karkoth dreams of slaking the sinister Step 4: Reposition 17 conscripts. -
XCOM: Enemy Unknown
Media Reviews ries in 1994 already established the thematic parameters that were kept alive throughout most of its installments XCOM: Enemy Unknown [game] and that can also be found in its latest, 2012/13 install- ment that loosely functions as a reboot of the series after Lars Schmeink more than ten years break since 20011: a group of hostile and extremely violent aliens attack Earth. Earth’s leaders XCOM: Enemy Unknown. Dev. Firaxis Games. Pub. 2K gather in a secret meeting and establish the Extraterres- Games. Windows, PlayStation 3, Xbox 360: 2012 / Mac trial Combat-unit called X-COM in order to fight back. OSX, iOS: 2013. At first in secret, later in an all-out planetary war, the player needs to direct his troops in a turn-based tacti- Order option(s): PC | Mac | PS3 | Xbox 360 cal game against alien invaders while at the same time formulating a long-time strategy to enhance human “It was the beginning of the rout of civilization, the mas- technology, hinder enemy movement and gather intel- sacre of humanity.” ligence on the aliens and their ultimate goal. —The War of the Worlds, 1953, Dir. Byron Haskin The 2012 installment, XCOM: Enemy Unknown is a reboot, “recreat[ing] X-COM with our unique creative vision…true to the elements that made X-COM such a EVER SINCE H.G. WELL’S NOVEL The War of the revered game while delivering an entirely new story,” as Worlds (1898) the alien invasion has been a staple of Steve Martin, president of developer Firaxis Games said science fiction. -
I. Basic Game Rules
This Rules Supplement offers strategy hints, as well as variants that allow you to customize Dungeon Alliance to your taste. You must read the Full Rulebook first in order to understand the additional rules in this supplement. Of particular interest below is the “Basic Game,” which allows you to learn the strategies of the game more gradually. Managing your entire team with one deck of cards can be quite challenging, but after your first game or two, it will become second nature. To help new players avoid frustration, we strongly recommend that you try the Basic Game your first time out. We have included special Generic Starting Deck Cards that will ease you into the types of strategies that are required to become a master of Dungeon Alliance. I. Basic Game Rules Preset AlliAnces When playing the Basic Game, instead of drafting Hero Cards in the manner indicated in the Set Up section of the full rulebook, place the Hero Cards into face down groups of four heroes as defined below. Have each player select one team at random. Hero set 1: Holgar, Krom, Lorna, Mysterios Hero set 2: Belzamin, Graltar, Jypzy, Petra Hero set 3: Krolt, Mirabell, Root, Runyon Zay Hero set 4: Bull, Emanon, McFarlin, Melinda Generic stArtinG Deck cArDs Even though your Heroes are more powerful with their unique Starting Deck Cards, each Generic Starting Deck Card is usable by all of your heroes, so you don't have to worry about having the wrong cards for the wrong hero at the wrong time. 1) starting Decks: Each Hero Card has 3 corresponding Starting Deck Cards (marked 1, 2, 3 in the upper right corner). -
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. -
Warlance-Manual.Pdf
A DRAGONLANCE™ Strategic Fantasy Wargame LIMITED WARRANTY Strategic Simulations, Inc. ("SSI") warrants that the diskette(s) on which the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase. If TABLE OF CONTENTS within 30 days of purchase the diskette(s) prove defective in any way, you may return the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the diskette(s) prove defective at any time after the first 30 days, INTRODUCTION .............................................................................. 1 return the diskette(s) to SSI and SSI will replace the diskette(s) for a charge of $10.00 (each disk) plus $3.00 for shipping and handling. California residents, add applicable sales tax. OBJECTIVE ••••••••••••••••••••••••••••••.••..•..•••••••••••••••••.••••••••••••••••••••••••• •••• ! GETfING STARTED ••••••••••••••••••••••• •••.•••••••••••••••••••••••.••••••••••••••••••••.•• I SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PRO GRAM RECORDED ON THE DISKffiE OR THE GAME DESCRIBED IN THIS RULEBOOK, THEIR QUALITY, APPLE INSTRUCTIONS •••••••••••••.•.•••..••••••••••••••••••••••. •••••••••••••••.•.••• •••• 2 PERFORMANCE, MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM COMMODORE 64/128 INSTRUCTIONS ••.••••••••••••••••••••••••••••••••••••••••• 2 AND GAME ARE SOLD "AS IS." THE ENTIRE RISK AS TO THEIR -
War of the Lance
War of the Lance Designers: Tracy Hickman, Margaret Weis, Jamie Chambers Additional Design: Cam Banks, Neil Burton, Richard Connery, Christopher Coyle, Sean Everette, Luis Fernando De Pippo, Matt Haag, André La Roche, Sean Macdonald, Joe Mashuga, Angela Stachowiak-Bagamery, Trampas Whiteman Editing: Pat McGilligan • Proofreading: Sean Everette Project Manager: Jamie Chambers • Typesetter: Jamie Chambers Art Director: Renae Chambers • Cover Artist: Larry Elmore Interior Artists: Drew Baker, Chris Dien, Jason Engle, Alan Gutierrez, James Holloway, Darin Klatt, Larry Elmore, Jennifer Meyer, Beth Trott Cartographers: Robert Lee, Sean Macdonald, Douglas Malachi Penney, Craig Zipse Cover Graphic Designer: Ken Whitman • Interior Graphic Designer: Kevin T. Stein Special Thanks: Michael Dobson, Jeff Grubb, Laura Hickman, Harold Johnson, Bruce Nesmith, Roger Moore, Douglas Niles, Ashe Potter, Elizabeth Riedel, Jason Rosenstock, Carl Smith, Garry Spiegle, Michael Williams This d20 System® game accessory utilizes mechanics developed for the new Dungeons & Dragons® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast® Official Licensed Product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. Dungeons & Dragons, D&D, Dungeon Master, Dragonlance, the Dragonlance Logo, d20, the d20 System Logo, Wizards of the Coast, and the Wizards of the Coast Logo are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. © 2004 Wizards of the Coast, Inc. Used with permission. All rights reserved. First Printing—2004. Printed in China. -
Patterns, Dungeons and Generators
Patterns, Dungeons and Generators Steve Dahlskog Staffan Björk Julian Togelius Malmö University Göteborg University New York University Faculty of Technology and Department of Applied Department of Computer Society Information Technology Science and Engineering Malmö, Sweden Göteborg, Sweden New York, NY, U.S.A [email protected] [email protected] [email protected] ABSTRACT This paper addresses the domain of dungeons, the type of This paper analyses dungeons, of the varieties commonly levels with a spatial puzzle quality first introduced in Dun- found in role-playing games, into several sets of design pat- geons & Dragons [31] and typically found in \roguelikes" terns at different levels of abstraction. The analysis fo- such as Rogue [59], Moria [40], and Hack [24], and com- cuses on mechanical patterns that could be either straight- puter role-playing games (RPGs) such as Bard's Tale [37] forwardly instantiated or recognized by a well-defined pro- and Ultima [28]. We identify a relatively large set of de- cess. At the most concrete level a set of fundamental com- sign patterns at different sizes and levels of abstraction { ponents were identified, followed by a long list of micro- micro-, meso- and macro-patterns. The motivation for car- patterns which can be directly instantiated. Shorter lists rying out this analysis is to find patterns that can be used of meso- and macro-patterns, which can be identified me- for pattern-based or search-based dungeon generation and chanically, are also identified. The direct motivation for for this reason the granularity is finer and the level of de- this analysis is to find building blocks and objectives for tail of the pattern collection is higher than what is typical a search-based procedural dungeon generator, however we for pattern collections.