AD&D® 2Nd Edition Van Richten's Guides
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Arak and Gwydion (Some Thoughts on the Shadow Elves' History) By R. Sweeney Gwydion isn't a 'real' demon, but rather a creature of great power from the plane of shadow. Gwydion's evil was his enslavement of the ShadowElves. His torment is his betrayal by Arak. Unlike Vecna, he was not on the prime and could only be 'trapped' because he was trying to follow the Shadow Elves into RL. (Presumably to kill them or re-enslave them). I wonder what Arak was thinking, however. Would there be anyplace he could take the Shadow elves into exile where Gwydion could not follow? Did he think he could hide from such a powerful creature? Gwydion must have had an enemy. A sibling perhaps. The Shadow Elves must have acted as some sort of armed forces for him. Arak must have believed that if Gwydion suddenly found himself without his Slaves, he would have been destroyed by his rivals. However, there other.. less satisfying, perhaps, ways of re-writing ShadowElf history. Gwydion, the shadow-being, falls 'in love' with an elf from some other world. They mate, bear children. Woman dies, Gwydion takes his children and their children as slaves. Millenia pass. Arak was Gwydion's favorite. Perhaps, Gwydion had mated with one of the Shadow elves of unsurpassed beauty and begat Arak. Thus, he set his son above all the other slaves. Arak, however, desired more than to be the head of the slaves. He managed to betray his father to his enemies. Arak had intended patricide. He was going to take away Gwydion's protective armed forces, leaving him vulnerable to attack by his other enemies. -
Short Encounters for Characters of Any Level
TABLE OF CONTENTS Foreword . 2 Adventure Customs and Shorthand . 2 About the Authors . 2. So, a Displacer Beast Cub and a Pack of Blink Dogs Ran Across Our Path… by Alan Tucker . .3 . So, a Sverfneblin, Chased by a Duergar Posse, Walked into Our Campsite… by Chad M. Lensch . 4. So, a Poacher Walks Into a Lodge… by Harm Delva . 5 . So, a Goblin in a Cage Hangs Over the Road… by Ciaran O’Halloran . 6 So, an Exotic Merchant and a Crippled Aarakocra Landed on Our Campsite… by Elven Tower . .7 So, an Umber Hulk and a Slaad Fly Over the Road… by Tony Petrecca . 8. So, a Blind Woman and a Medusa Walk Along the Road… by Beatriz T. Dias . .9 . So, a Barghest and Its Goblin Prey Are Found on the Road… by David McDonough . 10. So, a Child and His Sister Walk Onto the Road… by Matt Vaughan (Dungeon Rollers) . 11 So, Two Clans of Goblins Gathered by the Road With a Hag—Then a Bunch of Bards Showed Up… by George Sager . 12 So, a Magic Axe, a Skeleton, and a Crowd of Peasants Block the Road… by Duncan Rhodes . 13 . So, a Campfire Appeared Along the Road… by Morten Greis . 14 So, Some Adventurers With a Locked Chest Step Onto the Road… by Richard Malena-Webber . 15 So, a Tearful Shepherd, Three Pixies, and Flock of Sheep Walk Onto the Road… by Karl Sciberras . 16 Encounter Modifier Tables by ELF Vesala . .1 7 . Short Encounters for CREDITS Design & Layout: Alan Tucker Characters of Any Level Art: Alan Tucker, and licensed and modified stock art from DepositPhotos.com and DMsGuild Community Resources IT CLICKS! Editing: Linda May and Alan Tucker This version of the product is DUNGEONS & DRAGONS, D&D, wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and fully hyperlinked so you can all other wizards of the Coast product names, and their respective logos are trademarks of wizards of the Coast in the USA and other countries. -
The Craft of the Adventure
The Craft of the Adventure Five articles on the design of adventure games Second edition 1 Intro duction :: ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :::: ::2 2 In The Beginning ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: ::: 3 3 Bill of Player's Rights : ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: :7 4 A Narrative... ::: ::: :::: ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :: 12 5 ...AtWar With a Crossword : : :::: ::: :::: :::: ::: :::: ::: :::: :::: :: 21 6 Varnish and Veneer : ::: :::: :::: ::: :::: ::: :::: :::: ::: :::: ::: :::: ::32 1 1 Intro duction 1 Intro duction Skill without imagination is craftsmanship and gives us many useful ob jects such as wickerwork picnic baskets. Imagination without skill gives us mo dern art. {Tom Stoppard, Artist Descending A Staircase Making b o oks is a skilled trade, like making clo cks. { Jean de la Bruy ere 1645-1696 If you're going to have a complicated story you must work to a map; otherwise you'll never make a map of it afterwards. {J.R.R.Tolkien 1892-1973 Designing an adventure game is b oth an art and a craft. Whereas art cannot be taught, only commented up on, craft at least can be handed down: but the tricks of the trade do not make an elegant narrative, only a catalogue. This small collection of essays is just such a string of grits of wisdom and half-baked critical opinions, whichmaywell leave the reader feeling unsatis ed. One can only say to such a reader that any book claiming to reveal the secret of how to paint, or to write novels, should be recycled at once into something more genuinely artistic, say a papier-mach e sculpture. If there is any theme here, it is that standards count: not just of comp etent co ding, but of writing. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
Teen Kindle Paperwhite Collection Title
Teen Kindle Paperwhite Collection Title Author The Hitchhiker's Guide to the Galaxy Adams, Douglas Children of Blood and Bone (Legacy of Orisha Book 1) Adeyemi, Tomi Leah on the Offbeat Albertalli, Becky Simon vs. the Homo Sapiens Agenda Albertalli, Becky The Upside of Unrequited Albertalli, Becky What If It's Us Albertalli, Becky Booked Alexander, Kwame The Crossover Alexander, Kwame The Absolutely True Diary of a Part-Time Indian Alexie, Sherman Saints and Misfits Ali, S. K. The Tightrope Walkers Almond, David North of Happy Alsaid, Adi The Leaving Altebrando, Tara Speak Anderson, Laurie Halse The Impossible Knife of Memory Anderson, Laurie Halse Chains (Seeds of America Book 1) Anderson, Laurie Halse Forge (Seeds of America Book 2) Anderson, Laurie Halse Me and Earl and the Dying Girl Andrews, Jesse The Haters Andrews, Jesse Mosquitoland Arnold, David Thirteen Reasons Why Asher, Jay King's Cage (Red Queen #3) Aveyard, Victoria War Storm (Red Queen Book 4) Aveyard, Victoria Glass Sword (Red Queen #2) Aveyard, Victoria Queen Song (Red Queen Novella) Aveyard, Victoria Red Queen Aveyard, Victoria Steel Scars (Red Queen Novella) Aveyard, Victoria Crooked Kingdom: A Sequel to Six of Crows Bardugo, Leigh Six of Crows Bardugo, Leigh The Demon in the Wood: A Darkling Prequel Story (The Grisha Trilogy) Bardugo, Leigh The Grisha Trilogy: Shadow and Bone, Seige and Storm, Ruin and Rising Bardugo, Leigh Wonder Woman: Warbringer (DC Icons Series) Bardugo, Leigh The Fixer Barnes, Jennifer Lynn The Long Game: A Fixer Novel Barnes, Jennifer Lynn Little White Lies (Debutantes Book 1) by Jennifer Lynn Barnes Barnes, Lynn Sabotage: The Mission to Destroy Hitler's Atomic Bomb Bascomb, Neal The Thing About Jellyfish Benjamin, Ali Emmy & Oliver Benway, Robin Far from the Tree Benway, Robin Ashes (The Ashes Trilogy #1) Bick, Ilsa J. -
Bestiary of the Realms: Volume 2
Bestiary of the Realms: Volume 2 by Thomas M. Costa and Eric L. Boyd Art by Noëlle Triaureau Editorial assistance from Joe “Warlockco” Weber A NOTE FROM THE AUTHORS Welcome to volume two of the Bestiary of the Realms. As this is our second volume, you’ll find several score new or converted monsters, as well as a few different interpretations of monsters that have already been converted. A word of caution, just as many official 3E and 3.5E monsters did not slavishly follow earlier write-ups of those monsters, neither do the monsters herein. Instead, we did our best to consider all sources, hopefully make full and creative use of the 3.5E rules (including non-core WotC books), and in many cases add a little bit here and there to many of the monsters, even if it was in only adding or updating their Realms lore. A few have even been renamed. One last note, we’ve done our best to include source references for all things where appropriate, except those found in the three core rulebooks or Expanded Psionics Handbook. Until then, Sword High! – Thomas M. Costa and Eric L. Boyd ABOUT THE AUTHORS Thomas M. Costa is a senior analyst with the Government Accountability Office. He has been a contributor to several Wizards of the Coast products including Demihuman Deities and Races of Faerûn, and is the author of several Dragon Magazine and Wizards of the Coast website articles. He can be reached at [email protected]. Eric L. Boyd is a software designer and freelance game designer. -
Mémoire FX Surinx Lire La Peur Dans Leur Jeu. Exploration Du Potentiel
https://lib.uliege.be https://matheo.uliege.be Lire la peur dans leur jeu. Exploration du potentiel effrayant du texte dans le jeu vidéo Auteur : Surinx, François-Xavier Promoteur(s) : Dozo, Björn-Olav Faculté : Faculté de Philosophie et Lettres Diplôme : Master en langues et lettres françaises et romanes, orientation générale, à finalité spécialisée en analyse et création de savoirs critiques Année académique : 2019-2020 URI/URL : http://hdl.handle.net/2268.2/10602 Avertissement à l'attention des usagers : Tous les documents placés en accès ouvert sur le site le site MatheO sont protégés par le droit d'auteur. Conformément aux principes énoncés par la "Budapest Open Access Initiative"(BOAI, 2002), l'utilisateur du site peut lire, télécharger, copier, transmettre, imprimer, chercher ou faire un lien vers le texte intégral de ces documents, les disséquer pour les indexer, s'en servir de données pour un logiciel, ou s'en servir à toute autre fin légale (ou prévue par la réglementation relative au droit d'auteur). Toute utilisation du document à des fins commerciales est strictement interdite. Par ailleurs, l'utilisateur s'engage à respecter les droits moraux de l'auteur, principalement le droit à l'intégrité de l'oeuvre et le droit de paternité et ce dans toute utilisation que l'utilisateur entreprend. Ainsi, à titre d'exemple, lorsqu'il reproduira un document par extrait ou dans son intégralité, l'utilisateur citera de manière complète les sources telles que mentionnées ci-dessus. Toute utilisation non explicitement autorisée ci-avant (telle que par exemple, la modification du document ou son résumé) nécessite l'autorisation préalable et expresse des auteurs ou de leurs ayants droit. -
Introduction
Small But Vicious Dog (B/X+WFRP hack), ver0 3 Introduction Welcome to a fantasy world where the men are Baldrick, the dwarves are punk, and the dogs are small but vicious. Welcome to a world of bawds, grave robbers, excisemen and witch-hunters; a place where “Blather , “Flee" and “Mime are legitimate skill choices; and where all material on the insidious threat of Chaos is officially interchangeable between settings. Welcome (back) to the Grim World of Perilous Adventure. Whisper it (that fanboys may not hear and descend a-squealing), but for all the charm of its skewed-familiar 1,th century milieu and the lurking horror of Chaos, Warhammer Fantasy Role-Play was little more than a modcop of classic Dungeons & Dragons . -es, our beloved WF.P was yet another /fix 0102 fantasy heartbreaker, albeit one which had the clout of the biggest name in British gaming behind it. Whole chunks of the system were lightly disguised 010 mechanics adapted to a roll-under d3 system 1, and many setting elements not gleefully ripped off from Tolkien, 5eiber or Moorcock were already established 010 tropes by the time WF.P was published. 2 But that7s ok. Indeed, that7s part of why all right-thinking people 9 Brits, Italians and Poles especially 9 love WF.P. To paraphrase a better man than I: we took an American invention, soaked it in a witches7 brew of Bosch, 0urer and 0or;, Mervyn Peake and Tom Sharpe, Blackadder , The Young Ones , pints of bitter, cheap weed, Iron Maiden and The Damned , and then we played the hell out of it. -
Custom Content V2 01
Neverwinter Nights Custom Content Guide v2.01 Wherein some of the mysteries of developing wondrous objects for Neverwinter Nights are revealed. Eligio Sacateca [email protected] http://home.cogeco.ca/~eligio/ Neverwinter Nights Custom Content Guide v2.01 Table of Contents Introduction ...................................................................................................................................... 4 The Tools......................................................................................................................................... 5 3D Modelling ................................................................................................................................ 7 Weapons.......................................................................................................................................... 9 Part 1: Understanding How NWN Represents Weapons ............................................................ 9 Part 2: A Rose by Any Other Name........................................................................................... 10 Part 3: Creating The 3D Model .................................................................................................. 15 Part 4: Creating The 2D Weapon Icon....................................................................................... 19 Part 5: Using a Hak Pak............................................................................................................. 22 Part 6: The Weapon Resource File........................................................................................... -
Technical Manual
Technical Manual for The Lurking Horror If you've never played Infocom's TABLE OF CONTENTS SECTION I: ABOUT THE Sample Transcript and Map interactive fiction before, you should Section I: About The Lurking LURK.ING HORROR This transcript is not from The Lurking read this entire instruction manual. If Horror Horror, but it does show many of the you're an experienced lnfocom game Preface to the Story Preface to the Story Page 3 In The Lurking Horror, you are a usual things you can do in the story. It player, you may only want to read About the Author 3 student at G.U.E. Tech. You have shows a few simple puzzles and their Section I: About The Lurking Horror. solutions, and it will give you a good Sample Transcript and Map 3 braved a snowstorm to get to the Computer Center and finish work on idea of how Infocom's interactive Section II: About lnfocom's an assignment. But the snowstorm has fiction works. The player's commands Interactive Fiction turned into a raging blizzard, and has appear in capital letters after each An Overview: What is trapped you in a complex of buildings prompt (> ). The map shows the layout interactive fiction? 6 late at night. You are not alone, of the rooms in the sample transcript as Starting and Stopping 6 fortunately ... or perhaps, you might have drawn it. •"Booting up" unfortunately. •Saving and restoring •Quitting and restarting TOP OF STt>.IP..'3 Communicating with lnfocom's interactive fiction 8 About the Author D Dave Lebling was born in •Basic sentences Washington, D.C., in a hospital that •Complex sentences u •Talking to characters in the story was torn down soon thereafter. -
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. -
Way of the Weave for 5E D&D
2/3/2019 The Homebrewery - NaturalCrit Way of the Weave for 5e D&D (Monastic Tradition) Created by Scott Sampson Youtube: Scontent Twitter: @PokeMasterScott DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA Sampleand other countries. file This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Scott Sampson and published under the Community Content Agreement for Dungeon Masters Guild. https://homebrewery.naturalcrit.com/print/B1-F8fmTmN?dialog=true 1/2 2/3/2019 The Homebrewery - NaturalCrit Way of the Weave (Monastic Tradition) he Weave is a fabric of magic that underlies Weave-Infused Ki the planes and is arguably the source of power Starting at 11th level, you can transform your ki points into for all arcane magic. Monks of the Way of the one spell slot as a bonus action on your turn. The created Weave have, through their manipulation of ki, spell slots vanish at the end of a long rest. The Creating Spell discovered how to tap into the Weave and Slots table shows the cost of creating a spell slot of a given channel its energy to cast spells. level. You can create spell slots no higher in level than 4th. TWhile many monks use this deep understanding of the Weave to explore the secrets of the multiverse, some Way of Creating Spell Slots the Weave monks choose to wield this arcane power against Spell Slot Level Ki Point Cost their foes.