HISTORICON 2015 Preliminary Events List Thursday
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D&D Apocalypse Stone Pdf Download
d&d apocalypse stone pdf download D&d apocalypse stone pdf download. From publisher blurb: The end times approach . To everything there is a season. Every campaign has to come to an end sometime, so why not go out with a bang? The Apocalypse Stone is an epic adventure to challenge high-level characters, but beware?it will destroy your world. This adventure has it all: gods and devils, plague and pestilence, rains of fire, and world-shattering conflicts. Here is an opportunity for PCs to display undreamt-of heroism. or fall to ultimate defeat. The Apocalypse Stone is a tool for Dungeon Masters to present extremely challenging encounters for high-level parties, to wrap up a long-running campaign. .or both. This adventure can be used with your own game world or an Advanced Dungeons & Dragons setting. D&d apocalypse stone pdf download. The scenario itself starts off with the striking warning that "This adventure will end your campaign and destroy your world!", providing several reasons why a DM might want to do this and, in particular, engaging in appropriate degrees of metagaming to create a unexpected narrative that which sets the wheels in motion for the countdown to destruction - which in itself does provide an interesting question of RPG game theory that the DM, in the storyteller role, should engage in a bit of metagaming whilst for players, in their actor roles, should avoid it. But this is not the place for elaboration on that point. One of the interesting and impressively executed design elements of scenario as presented is that the specifics don't matter that much. -
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. -
SPACE HULK a Warhammer 40,000 Novel by Gav Thorpe
The Black Library Page 1 SPACE HULK A Warhammer 40,000 novel By Gav Thorpe In the darkness of a derelict space hulk, the faith and fury of the Blood Angels are tested to the limit. In this companion novel to the Space Hulk game, a battle is raging between Terminators of the Blood Angels Space Marines and a macabre alien race. But their resolve and skill is pitted against something that haunts their past – the thousands of foes they face are the same creatures that six centuries ago nearly decimated the Chapter. As a survivor of the earlier massacre, Sergeant Lorenzo has more to prove than any other. Carrying the stigma of the failure, he now fights for personal deliverance and to redeem the Chapter’s honour. About the Author Prior to becoming a freelance writer, Gav Thorpe worked for Games Workshop as lead background designer, overseeing and contributing to the Warhammer and Warhammer 40,000 worlds. He has written numerous novels and short stories set in the fictional worlds of Games Workshop, including the Time of Legends 'The Sundering' series, the seminal Dark Angels novel Angels of Darkness, and the Last Chancers omnibus. He lives in Nottingham, UK, with his mechanical hamster, Dennis. The Black Library Page 2 • MORE GAV THORPE FROM THE BLACK LIBRARY • • WARHAMMER 40,000 • ANGELS OF DARKNESS (A Dark Angels novel) THE LAST CHANCERS OMNIBUS Contains the novels 13TH LEGION, KILL TEAM and ANNIHILATION SQUAD) • WARHAMMER • GRUDGE BEARER TIME OF LEGENDS: MALEKITH The Black Library Page 3 The following is an excerpt from Space Hulk: The Novel by Gav Thorpe. -
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. -
Games Workshop Group Plc
PRESS ANNOUNCEMENT GAMES WORKSHOP GROUP PLC For immediate release 26 July 2011 PRELIMINARY RESULTS 2011 Games Workshop Group PLC (“Games Workshop” or the “Group”) announces its preliminary results for the year ended 29 May 2011. Highlights • Revenue at £123.1m (2010: £126.5m) • Revenue at constant currency* at £122.8m (2010: £126.5m) • Operating profit - pre-royalties receivable at £12.8m (2010: £13.0m) • Operating profit at £15.3m (2010: £16.0m) • Pre-tax profit at £15.4m (2010: £16.1m) • Earnings per share of 36.1p (2010: 48.4p) • Year end net funds of £17.6m (2010: £17.1m) • Dividends per share paid in the year of 45p (2010: nil) • Proposed dividend per share of 18p (2010: 25p) Mark Wells, chief executive officer of Games Workshop, said: “2010/11 has seen satisfactory performance, driven by improved gross margins and good cost control leading to a healthy cash inflow. Although sales were down in the first half, Games Workshop delivered improved results in the second half as the focus on customer service training for Hobby centre managers and investment in new product development started to feed through into results. Games Workshop is in good shape. We know what we need to do to remain successful and to grow.” …Ends… For further information, please contact: Games Workshop Group PLC 0115 900 4003 Tom Kirby, chairman Mark Wells, chief executive officer Kevin Rountree, chief operating officer Investor relations website http://investor.games-workshop.com General website www.games-workshop.com The 2011 annual report may be viewed at the investor relations website at the address above. -
True20 Adventure Roleplaying Trademark License FAQ
True20 Adventure Roleplaying Trademark License FAQ Q: Do I have to submit my products for approval? A: No, you do not. We've tried to make the license easy to use. If you just follow the terms, you shouldn't have any problems. Q: Can I use this license for electronic products other than PDFs, like character generators? A: No, this license is only for the publication of printed books and PDF products. Any other sort of products must be licensed from Green Ronin on an individual basis. Q: Why can't I put True20 or True in the title? A: Green Ronin has established a naming pattern in its previous True20 books and we'd like that pattern to remain unique to official releases. Q: When can I start publishing using this license? A: Any time after May 12, 2008. Q: Can I use this license to do product in other languages? A: Yes, you can. The only additional limitation is that you must follow the terminology used in the appropriate True20 corebook if it exists in the language you're going to use. For example, Wyrd Edizione publishes True20 in Italy. If you want to do Italian language True20 material, you must follow the translation standards of Wyrd's version of the core rulebook. This is to ensure that terminology remains consistent in each language. Q: What should the Section 15 of the Open Game License in my product include? A: For starters it must include the entirety of the Section 15 from the Revised Edition of True20 Adventure Roleplaying. -
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 ......................................................................................................................................... -
Modern Dispatch 129: the Ice Palace
THE MODERN DISPATCH THE ICE PALACE - DER EIS PALAST BY MIKE LAFFERTY In a secret fortress buried in the Antarctic ice… An army of clones is rapidly developing in a Nazi lab - ready to take up the banner of the Third Nazi mad scientists are devising superweapons that Reich will give their side an insurmountable advantage Can your heroes stop them in time? An armored mastermind is hatching a strategy that #129 will land a knockout blow against the Allies CONTENT MANAGERs: CHARLES RICE AND CHRIS DAVIS LAYOUT: CHRIS DAVIS PROOFREADING: CHRIS DAVIS WWW.RPGOBJECTS.COM Modern20 Charles Rice’s next evolution in modern d20 gaming! Modern Mayhem and Mystery to the 20th Power! The Ice Palace - Der Eis Palast PAGE 1 THE MODERN DISPATCH INTRODUCTION AND The PCs receive the following information from a Until they uncovered this tattered and stained contact with the Allied High Command: map in the papers of a captured spy in Oslo and PREMISE intercepted some disturbing radio transmissions • Allied Command has become aware of the Fourth in the South Atlantic. This scenario is intended for Supers20 characters Reich - a secret organization within the Nazi running a Four Color campaign (Power Level around infrastructure that is lead by the armored Nazi • Based on current intelligence, the working 10) in the late World War 2 era. It would be very easy supersoldier Nachtjäger. theory is that the Fourth Reich organization to incorporate (either as PCs or NPCs) the characters – and possibly a number of Axis metahumans from the Allied superteams Crown Guard (Modern • The Fourth Reich - according to rumors - had – have withdrawn to an operational base on the Dispatch 124) and Vigilance Force (Modern Dispatch a contingency plan (and a massive black ops northern coast of Antarctic in the area where Nazi 126), or the Axis superteams Eugenics Brigade budget) in place in the event that the Germans Germany made a territorial claim in 1939 (New (Modern Dispatch 123) and Shinjuwan Juunigatsu lost the war in Europe. -
Liste De Modules *D&D
Liste de modules *D&D Liste de modules *D&D La dernière version est disponible sur le site D&D Collection (http://dndcollection.free.fr) Cette liste a été générée le 13/01/2004 Ce document a été créé à l'aide de FPDF Ecrivez à : [email protected] pour tout renseignement ou remarque Page 1 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D Allemand Page 2 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D AD&D 1ere Edition Dragonlance N° TSR Code Titre Module PDF Copie DL2 Drachen der Flammen DL1 Drachen der Verzweiflung DL5 Drachengeheimnisses Forgotten Realms N° TSR Code Titre Module PDF Copie I3-5 Wüste der Verdammnis Greyhawk N° TSR Code Titre Module PDF Copie 8609/9 L2 Auf der Spur des Attentäters 8608/0 L1 Begegnung auf dem Knochenhügel Monstrous Arcana N° TSR Code Titre Module PDF Copie 8301 Die Teufel der See Non classés N° TSR Code Titre Module PDF Copie 8650/0 N1 Gegen den Kult des Reptilien-Gottes Règles N° TSR Code Titre Module PDF Copie 8537/6 Monster Handbuch I 8538/5 Monster Handbuch II Mythen & Legenden 8136/1 Spieler Handbuch Page 3 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. -
Fictional Reality Issue 8
Fictional Reality June 2002 Issue 08 Table of Contents Ah, Summer in Texas. Actually, it’s not to bad right now, but by August we’ll be just dripping with sweat. I guess I’ll have to spend more time inside painting figures and Editorial / TOC 1 playing games. Well, that’s not all that will be taking up Standing Orders: Age of Battles 2 my free hours during the Summer. Baby Megan is Miniature Reviews preparing for her arrival and will join the rest of the brood Wizards of the Coast: Chainmail 5 sometime in late August or early September. That puts a Excelsior: Iron Claw 7 wee dent into my gaming and painting schedules, but also nixes any plans I had of attending Gen Con this year. If Rackham: Confrontation 8 anyone that gets to Gen Con this year would like to write Holistic Design: Fantasy Encounters 9 up a report I’d love to put it in the next issue. Next year Mithril: Lord of the Rings 10 may work out better for me anyway. My oldest son, Excalibur Miniaturen: Fearless 12 Bradley, has been gaming with my Dungeons and Pulp Figures: Lost Tribes / Personalities 15 Dragons group for a while now and has also been trying Reaper Miniatures 16 his hand at some painting. He’s getting the hang of things Larry Leadhead 11 and by next year he should be a pro. Ok, next year will be Game Reviews a go. We should actually start planning for it now. Road Games Workshop: Warhammer Skirmish 17 trip or catch a plane? Excalibur Miniaturen: Magic Challenge 18 Holistic Design: Fading Suns d20 RPG 19 Planning is a huge part of a rather large terrain building article this issue. -
Players Helped Develop Computer Games in Britain(Paul Mason)
A Case Study of the Influence of Fandom: How Role-players Helped Develop Computer Games in Britain(Paul Mason) A Case Study of the InÀuence of Fandom: How Role- players Helped Develop Computer Games in Britain Paul Mason Abstract Fandom is widely regarded as a form of excessive consumption, an essentially reactive activity. Work in the ¿eld of fan studies has drawn attention to its creative aspects, but these are still often deemed to be expanding on or embellishing the work of creative professionals. The present study explores the ambiguity of the boundary between fan creators and professional creators in order to illustrate how fans were instrumental in the creation of a new form of expression. It charts aspects of the history of computer games development in the UK, and shows how that development was driven by the interplay between fans and professionals in related ¿elds. Introduction In a basement room at a school in Britain in the early 1970s sits a strange machine. At ¿rst glance it seems to be a large typewriter, but closer inspection reveals it to be a teleprinter. It is connected to the mainframe computer of the city treasurer’s department. A schoolboy is operating the teleprinter, periodically typing in short commands, and then watching intently as the results of those commands are printed out: a grid formed of dots occasionally replaced by other symbols, with some terse accompanying text and data. The boy is playing Blake's 7, attempting to steer the spaceship Liberator and successfully defeat pursuing Federation craft. The teachers at the school are aware of student use of the computer terminal and its teleprinter, but allow it, perhaps because they are unaware that it is being used to play a game, or even because the whole concept of games using computers is so new that it has not yet been recognized as a bad thing.