Fictional Reality Issue 8
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WOT Enhance Credits.Qxd (Page 1)
™ WEB ENHANCEMENT Design: CHARLES RYAN, STEVEN S. LONG, Web Production: JULIA MARTIN CHRISTIAN MOORE, OWEN K.C. STEPHENS Web Development: MARK JINDRA Design Assistance: DAVID ECKELBERRY, JENNIFER CLARKE WILKES, Creative Directors: THOMAS M. REID, CORY J. HERNDON CHRISTOPHER PERKINS Development and Editing: CHARLES RYAN Visual Creative Director: JON SCHINDEHETTE Editing: JOHN D. RATELIFF, BRIAN CAMPBELL, Graphic Design: ROBERT RAPER, DEE BARNETT JENNIFER CLARKE WILKES, MIRANDA HORNER, CORY J. HERNDON Cartography: ELLISA MITCHELL Typesetting: SUE WEINLEIN COOK Licensing Approval: ROBERT JORDAN, WILLIAM P. MCDOUGAL, MARIA L. SIMONS This Wizards of the Coast game 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. This d20 System game utilizes mechanics developed for the new DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. U.S.,CANADA, EUROPEAN HEADQUARTERS ASIA, PACIFIC & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. P.B. 2031 P.O. Box 707 2600 Berchem Renton WA 98057-0707 Belgium (Questions?) 1-800-324-6496 +32-70-23-32-77 DUNGEONS &DRAGONS, the d20 system logo, and the Wizards of the Coast logo are trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. Wheel of Time is a trademark of Robert Jordan. All characters, character names, and descriptions thereof are trademarks and/or copyrights of Robert Jordan. ©2001 Game Mechanic owned by Wizards of the Coast, Inc. -
Return to the Temple of Elemental Evil ERRATA and FAQ
Return to the Temple of Elemental Evil ERRATA AND FAQ A collaborative product of the members of Monte Cook's Return to the Temple of Elemental Evil web forum. Compiled, edited, and formatted by Siobharek. PDF version edited by ZansForCans. Modified: 11 February 2003 The definitive source for this errata and FAQ can be found in the ‘sticky’ threads at the top of the topic list on Monte Cook's Return to the Temple of Elemental Evil web forum. None of these errata or FAQ are official in any way (i.e. Monte or WotC have not said "That's right."), but most have been agreed to be accurate and true to the core rulebooks by many DMs running this adventure. NPC stats corrections are grouped in the appropriate chapter that the NPC appears in. In some cases, there is no ‘fix’ suggested—the errata is simply provided to alert you to a discrepancy. You didn’t think we’d do all the work for you, did you? It may seem like there are quite a lot of errata for this product. There are! Part of the explanation we have heard is that Monte was working on the adventure while D&D 3e was still being finalized. The rest we simply blame on his editors. ;) We welcome further corrections and additions to this list. However, when and if you find something that doesn't seem right, please check in every available rulebook. For instance, adding the right number of feats and stat increases to monsters with classes can be fiendishly hard but check it and double check it as much as you can. -
DIVINITY Tige Classes to Use in Your D&D Campaign
Complete Divine is packed full of material useful to cler- ics, druids, and other divine spellcasters, including feats, prestige classes, spells, and magic items. Some of this material is freshly updated for D&D v.3.5, and the rest is brand-new. But there’s only so much room in any book, and some of the new prestige classes couldn’t be included. So without further ado, here are four new divine pres- MORE DIVINITY tige classes to use in your D&D campaign. A Web Enhancement DWEOMERKEEPER for Complete Divine Dweomerkeepers are the shepherds of arcana—priests whose faith grants them an intuitive grasp of the very fabric of magic. Skilled practitioners of both arcane and CREDITS divine magic, they seek to explore magical theory and Design: David Noonan and Skip Williams create new spells and magic items. As the devoted Editing: Penny Williams agents of the deities of magic, dweomerkeepers defend Typesetting: Nancy Walker against those who seek to warp, twist, or hoard spells, magic items, and arcane lore. Design Manager: Christopher Perkins Most dweomerkeepers are cleric/wizards or Web Production Julia Martin cleric/sorcerers, although other class combinations— Web Development: Mark A. Jindra particularly those that include specialist wizard, bard, Graphic Design: Sean Glenn, Cynthia Fliege and ranger—are not unknown. Dweomerkeepers can be found throughout the ® Based on the original DUNGEONS & DRAGONS game by E. land. Some dwell in lonely, isolated towers and are Gary Gygax and Dave Arneson and on the new edition of the wholly consumed with their magical studies. Others DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. -
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. -
Rules for Spellflag
the redhurst academy of magic™ spellflag rules web enhancement #2 For use with the Requires the use of the Dungeons & Dragons Player’s Handbook, published by Wizards of the Coast, Inc. 1 This product utilizes updated material from the v. 3.5 revision. ©2003 Human credits about this “book” Head Studios, Inc. Writing and Design: Matt Forbeck hose of you who have purchased The Redhurst All Rights Reserved. Editing: Timothy S. Gerritsen tAcademy of Magic and read it through know that it’s Redhurst, The Redhurst Art Direction: Matt Forbeck a gold mine for DMs hungry for adventure ideas. Due Academy of Magic and Graphic Design: Matt Forbeck and Tim Bowman to the nature of the book, however, we weren’t able to the Human Head Cartography: Jeff Lahren spell out adventure hooks directly in the book, as that Studios logo are Creative Direction: Matt Forbeck and would have broken the metaphor under which the trademarks of Human Timothy S. Gerritsen book was constructed. The spy who wrote the bits in Head Studios, Inc. Playtesting: Matt Forbeck and Seth Johnson the margins, for instance, couldn’t just throw in advice The Fast Forward for DMs as she went along. It just wouldn’t fit. Entertainment logo is a Through the wonder of the World Wide Web, how- trademark of Fast For- ever, we’re able to offer you the first official enhance- ward Entertainment. ment to The Redhurst Academy of Magic, free of charge. Reproduction of non- Since this is an adjunct to that book and not actually Open Game Content part of it, we are free to break the book’s fourth wall, so from this work by any to speak, and address d20 System DMs directly. -
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. -
World Serpent Enhance.Qxd
Brave New Planes Variant Planes in Your Campaigns: A Manual of the Planes Web Enhancement by Jeff Grubb The new Manual of the Planes book isn’t just a toybox Planes are the homes of gods and other great powers, as filled with cool completed toys. It’s also a toolbox you well as the “final resting places” for spirits of the dead. can use to create your own planes. Like the earlier edi- The Inner Planes are wellsprings of elemental forces tion, this one goes into great detail on the core cosmol- and pure energy—the building blocks of the cosmol- ogy of the D&D® game universe. Unlike the previous ogy. Demiplanes are finite planes with limited access, version, however, this book also includes a number of often created by magical force and mortal endeavors. variant planes that you can use in addition to (or Stitching all these together are the Transitive Planes, instead of) the Core Planes. In this way, you can create which allow movement along and often between other a unique fantasy universe of your own, molded to fit planes. In the core cosmology, the Astral Plane, the the needs of your campaign. Your universe need not be Ethereal Plane, and the Plane of Shadow are all Transi- the same as another DM’s, any more than two tive Planes. The World Serpent Inn (described in detail dungeons in your campaign world need to be the same, below) is also a Transitive Plane. You can use it in addi- though they may use the same components. -
Campaigns of Legend Think ‘Battle of Legend’ but Even Bigger! by Ken South
Campaigns of Legend Think ‘Battle of Legend’ but even bigger! By Ken South With the Warmaster battles of legend series being a popular part 1 There will be no army definitive lists as such but there will be of the Fanatic literary arsenal I thought that it might well be notes of army sizes as well as sections covering special rules worth exploring the history of the Warhammer world and along with special units and special characters for each battle recreating some of the campaigns that have helped shape the in the campaign. Warhammer world, as we know it. 2 The battles and encounters featured in the col have all been Bearing that in mind I delved into deleted army books and referenced from existing Games Workshop material and as thumb worn copies of White Dwarf to find accounts of battles such was initially designed for Warhammer so although some long since forgot about yet so important to the world that is of the units mentioned may not be available you could convert Warhammer. or repaint existing models in the Warmaster range. The relentless wars of the Empire and the Orcs have been retold 3 The campaign system used to link the battles within the and reinvented since the earliest editions of the Warhammer campaign is the Warmaster adaptation of the Mighty Empires game so I thought that this would be a good place to start my that the late Steve Hambrook worked on. research and after reading trough many books now sadly out of 4 There will also appear army and allies rules this is to allow for print I came across the name Azhag. -
Narrog the Earth Serpent Narrog Has Proven Useful to the Town
2 Legacy of the Dragons even weeks, torturing these poor souls until he grows weary and defeat it. Of course, their enemy might turn against of the entertainment and devours them. With the aid of his them for a quick profit when the time is right. magical powers, all the important folk in town either fall If the PCs adventure in the region around Aescolis, you under his control or meet death at his claws or the blades can use the sullen townsfolk as a continuing backdrop. Over of his thralls. time, the player characters may slowly come to uncover the The commoners remain ignorant of the dragon. A few horrifying truth of the place. A kidnapper, wracked with bandits, thieves, and murderers gladly aid the city council guilt, could come clean to them. Perhaps one of the PCs or a to help placate him. They take part in kidnappings, false trusted NPC is arrested and charged with a false crime. The arrests, and other ruses to capture travelers who come rest of the party must intervene to save him from the drag- through the region and remove families or individuals on’s torture chambers. who are unpopular or disliked. A band of merchants may The characters could journey to Aescolis on behalf of the find one of their number arrested on charges of murder widow of one of the town’s victims. Their questions prove after a night of heavy drinking. A bartender may slip a too close to the truth for comfort, prompting one of the civic powerful sedative into the victim’s drink, while the bar- leaders to dispatch assassins to silence them. -
Plot & Poison Web Enhancement
Web Enhancement Plot & Poison Web Enhancement Design: Matthew Sernett Editing: Jennifer Clarke Wilkes Graphic Design: Hal Mangold Plot & Poison Web Enhancement is ©2003 by Green Ronin Publishing. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with permission. - Introduction - Plot & Poison introduced several new drow subraces. This web enhancement • Light Blindness (Ex): Abrupt exposure to bright light (such as a lightning presents PHB-style racial trait write-ups for these subraces to make character bolt in a dark room), blinds aquatic drow for 1 round. When operating creation easier. in an area of continual bright light (such as a daylight spell), aquatic drow suffer a –1 circumstance penalty on all attack rolls, saves and All text in this document is Open Game Content. checks. • Gills (Ex): Aquatic drow have gills that allow them to breathe Aquatic Drow water. An aquatic drow can breathe normally outside of water for a total number of hours equal to twice her Constitution. After that time the aquatic drow must hold her breath or start to Racial Traits “drown.” Aquatic drow can renew an hour’s worth of air-breath- • +2 Strength, +2 Dexterity, –2 Constitution: A life ing time by spending 10 minutes completely submerged in beneath the depths has made aquatic drow strong, but breathable water. they retain the elven tendency to be of weak health. • Profi cient with shortspear or trident; pro- • Medium-size. -
Abyssal Larva Adherer Aerial Servant Aberrant Abomination
Lairs Web Enhancement The lairs present here were written by names of traders to use the tunnel are set every so often hold the ceiling Jeff Harkness, Gary Schotter and John Stater. in place. Lanterns hang every 100 yards to light the path. A group of travelers entered the tunnel a week ago but never came out. Three people later found an abandoned cart at the tunnel’s halfway point, but no people. Rumors are flying that the Root Run is haunted. Fear has halted the trade route, and the trade group that maintains the tunnel is Aberrant offering a 500 gp reward for the safe return of the missing travelers. Cyst Fist’s Pass The reward won’t ever be collected. The missing traders met a gruesome fate when an abyssal harvester broke through a hole in reality as they A small troop of 16 aberrants from the Cyst Fist Tribe have set up a camp passed. The grasping tentacles dragged the victims into the Abyss where at the crest of the mountain pass. Their leader is the biggest of the tribe, a they were devoured. The abyssal harvester currently has four of its thick mountain of a creature named Furgristle. This group has journeyed down tentacles stretched across the tunnel’s passage to snare new victims. The from their caves higher up in the mountains to raid and pillage, hoping tentacles appear to be tree roots in the semi-darkness until they rise to to bring back items to help the tribe get through the coming winter. attack. -
White Dwarf Index
NOTES ON THIS INDEX This Index lists the most important articles that have been published in White Dwarf from issue 68 to issue 251. There are several points that I would like to make about this Index. • The Index only lists the main articles published in each issue, it does not list the Games Workshop News, Mail Order or What’s Happening at the GW Stores (as features in these articles will be out of date and largely irrelevant). • From Issues 110 onwards all of the articles are categorised according to which game they are relevant to, there is a column for Warhammer 40,000 (commonly referred to as WH40K) articles, a column for Warhammer Fantasy Battle (referred to as WHFB or just Warhammer), one for Various Games (all of the other games WD features), one for Terrain articles (just terrain, not painting guides) and one for Miscellaneous Articles and Battle reports. For issues 102 and earlier there are only three columns. One for Various Games that are featured (including Warhammer 40,000 and Warhammer Fantasy Battle) one for Roleplay Games like Warhammer Fantasy Roleplay (commonly referred to as WFRP) and lastly, one for Miscellaneous Articles and Battle reports. This is because, back then, there wasn’t always a WH40K and/or WHFB article. There was however, a plethora of other games produced by other companies as well as lots of Roleplay games that are just never seen now. If things carry on as they are, I might have to change the columns from Issues 248 onward to just include just WH40K, WHFB and Miscellaneous Articles, because that’s what White Dwarf seems to be completely dedicating itself to these days… • Since Games Workshop re-releases games every so often (generally Warhammer 40,000 and Warhammer Fantasy Battle), articles about such games are only relevant to the edition of the game that was around at the time when that issue was printed.