Gauntlgrym: Neverwinter, Book 1 (Neverwinter Nights) Pdf, Epub, Ebook
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HAlls Of HEroes
HALLS OF HEROES AN ORGANIZED PLAY CAMPAIGN FOR D&D 5E DUNGEON MASTER GUIDE v1.2 Effective Date: 2020-November-17 Website: hallsofheroes.com Facebook: https://www.facebook.com/groups/HallsofHeroes/ Twitter: @Halls_of_Heroes. Reddit at /r/HallsOfHeroes Discord: https://discord.gg/Kf8sEen 1 HE ASICS T B PREPARING THE ADVENTURE Before you sit down at the table, you want to have Halls of Heroes is an organized play system for read through the adventure to get an idea of what’s th Dungeons & Dragons, 5 Edition, continuing the going on behind the scenes. Not all adventures spirit of the first seven seasons of Adventurers explain everything up front, and so it’s a good idea League. As with all organized play, the players and to have read the entire adventure to get the big DM follow a shared set of principles so that picture. You can also use this time to run what-if characters may move from adventure to adventure scenarios for how to make an adventure more or and from DM to DM freely. less challenging on the fly. Settings SITTING DOWN AT THE TABLE Halls of Heroes currently has two settings: Whether the tabletop is real or virtual, eventually Forgotten Realms (FR) and Eberron (EB). See the the players gather around. Halls of Heroes Players Guide for the relevant Ask players for relevant information about each of setting for character creation and advancement their characters that will help you balance and run rules for each setting. the adventure. What’s relevant may vary from Available Adventures adventure to adventure, but often includes things See Appendix C; Content Catalog for the full list of like character name, classes, levels, armor class, adventures for each setting. -
Reading Death in Ancient Rome
Reading Death in Ancient Rome Reading Death in Ancient Rome Mario Erasmo The Ohio State University Press • Columbus Copyright © 2008 by The Ohio State University. All rights reserved. Library of Congress Cataloging-in-Publication Data Erasmo, Mario. Reading death in ancient Rome / Mario Erasmo. p. cm. Includes bibliographical references and index. ISBN-13: 978-0-8142-1092-5 (cloth : alk. paper) ISBN-10: 0-8142-1092-9 (cloth : alk. paper) 1. Death in literature. 2. Funeral rites and ceremonies—Rome. 3. Mourning cus- toms—Rome. 4. Latin literature—History and criticism. I. Title. PA6029.D43E73 2008 870.9'3548—dc22 2008002873 This book is available in the following editions: Cloth (ISBN 978-0-8142-1092-5) CD-ROM (978-0-8142-9172-6) Cover design by DesignSmith Type set in Adobe Garamond Pro by Juliet Williams Printed by Thomson-Shore, Inc. The paper used in this publication meets the minimum requirements of the American National Standard for Information Sciences—Permanence of Paper for Printed Library Materials. ANSI 39.48-1992. 9 8 7 6 5 4 3 2 1 Contents List of Figures vii Preface and Acknowledgments ix INTRODUCTION Reading Death CHAPTER 1 Playing Dead CHAPTER 2 Staging Death CHAPTER 3 Disposing the Dead 5 CHAPTER 4 Disposing the Dead? CHAPTER 5 Animating the Dead 5 CONCLUSION 205 Notes 29 Works Cited 24 Index 25 List of Figures 1. Funerary altar of Cornelia Glyce. Vatican Museums. Rome. 2. Sarcophagus of Scipio Barbatus. Vatican Museums. Rome. 7 3. Sarcophagus of Scipio Barbatus (background). Vatican Museums. Rome. 68 4. Epitaph of Rufus. -
Wetenschappelijke Verhandeling
UNIVERSITEIT GENT FACULTEIT POLITIEKE EN SOCIALE WETENSCHAPPEN MACHINIMA: SITUERING EN ONDERZOEK NAAR HET EDUCATIEF POTENTIEEL Wetenschappelijke verhandeling aantal woorden: 24909 BERT BESSEMS MASTERPROEF COMMUNICATIEWETENSCHAPPEN afstudeerrichting COMMUNICATIEMANAGEMENT PROMOTOR: DR. JAN VAN LOOY COMMISSARIS: FREDERIK DHAENENS COMMISSARIS: PETER MECHANT ACADEMIEJAAR 2009 - 2010 Abstract Machinima is een nieuwemediatechniek die gebruik maakt van videogames om films te produceren. Deze methode wordt gekenmerkt doordat ze snel en goedkoop is. Dit terwijl zij visueel minder sterk is dan klassieke film en animatie. Deze masterproef begint met een situering van het begrip aan de hand van een literatuurstudie. Achtereenvolgens beschrijf ik de historiek, de thema‟s en de toekomst van machinima. Daarnaast komen een aantal deelaspecten aan bod. Het zwaartepunt van het eerste deel is de bespreking van een SWOT-analyse. Het tweede deel omvat een literatuurstudie omtrent leertheorieën. Er worden een aantal theorieën geschetst die principes bevatten waar onderwijs in machinima baat bij kan hebben. Tevens wordt machinima hier geëvalueerd in twee categorieën: enerzijds als aan te leren set vaardigheden in hoofdzakelijk interdisciplinaire studierichtingen en als ondersteunend audiovisueel medium in traditioneel onderwijs. In deel drie komt de praktijk aan bod. Door middel van diepte-interviews en inhoudsanalyse schets ik twee cases: de cursus machinima aan de universiteit van Utah en een aantal workshops in drie verschillende fasen van ontwikkeling. Dit alles met het oog op het onderzoeken of machinima de nodige opportuniteiten biedt op het vlak van onderwijs. Er kan worden gesteld dat machinima educatief potentieel bezit. Dit getuigt het stelselmatig opnemen van machinima in interdisciplinaire curricula met de focus op computerwetenschappen en een combinatie tussen kunstrichtingen (animatie en film) en mediastudies. -
Diseases of Icewind Dale
MALADY CODEX IV Malady Codex IV Diseases of Icewind Dale 1 Sample file BY JASON BAKOS & THEmiS PARASKEVAS Diseases of Icewind Dale MALADY CODEX IV To all scholars and medical scientists; INTRODUCTION This manual is a catalog of the most fantastical This supplement is written by medical students with a love diseases I have encountered over the years for tabletop roleplaying games. Inspired by a wide array in my travels. I have met tyrants, conversed of ailments, and the medieval myths that once surrounded them, we embarked on a mission: to enrich other worlds with madmen, and barely escaped with my with fantastic diseases. life from rather precarious situations, all for the sake of knowledge. The experiences I Herein are presented a plethora of diseases, varying from magical to microbiological in origin. This time, they all have gained cannot be simply captured by my feature themes related to the frozen lands of Icewind Dale humble writing skills, so in hopes of leaving and are inspired by the diseases that trouble those who behind something truly worth reading, I'll just travel the coldest, harshest environments. do what I can best: describe the maladies I've We feel that every disease is something to be feared. Deep encountered. in each civilization’s roots, there are myths, remedies, I am Acesius, a man who has spent his life and folklore, all revolving around the ailments that affect its people. This supplement will hopefully become a vital studying the humanoid body. I am a cleric of weapon in the arsenal of dungeon masters inspired by the Apollo, one who has met gods and, in my grim, epic, or mundane conditions of the human body and prime, helped bring one down. -
Neverwinter Nights Game Guide
Neverwinter Nights Game Guide Jacobin and conchate Silvain never hoidens dishonestly when Bryce unfreezes his tracheal. puzzles,Destructive but or Sullivan Rumanian, meagrely Horace scrawls never her interdigitate notelet. any halliard! Educible and Trinidadian Piet All things to neverwinter game engine for neverwinter astral diamonds, powerful members to enter them beforehand and favored class Rogues do this achievement will have any given to you for several black ice. When neverwinter nights guide as noted within is used to take your gaming since they will first chapter starts wailing death and gave him? This yet part all our NWN walkthrough is the sidequest guide for Blacklake and therefore Man's Land put in the PC RPG game Neverwinter Nights created by Bioware. Having made hallmark great first impression with its earlier Infinity Engine games they sought to cement their legacy obsolete one idea the separate's best and. Imala must of been doing circles with Ukko if Pendergrass had beaten her here. Directed by game guide to neverwinter nights at all rogue sorcerer or games cheaper with a plague, enter neverwinter nights. You decided the harm of Mephistopheles after a grueling battle left the assassin was legislation to Hardcore Rules or harder. The companions meet the captain of the Hellriders, or Foxy! Save games carrying him to. Ive seen my Elder Schools Legends for the Bosmer cards. You can create the night, places of chapter of my character with details for the game launcher by their ailment or. Pillars of Eternity II Deadfire is a Role-playing and Single-player video game. -
Content Catalogue Icewind Dale
CONTENT CATALOGUE VERSION 10.0 ICEWIND DALE RIME OF THE FROSTMAIDEN Wizards of the Coast D&D Staff: Brandy Camel, Chris Lindsay, Chris Tulach D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, LaTia Jacquise, Greg Marks, Alan Patrick, Travis Woodall Effective Date September 15, 2020 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. WHAT IS THE CONTENT CATALOG? WHAT DO I NEED? The D&D Adventurers League Content Catalog serves as a Welcome to the Adventurers League! You’ll need only a reference for players and dungeon masters alike who may few things to get started: have question about the adventures that are available to them in Season 10 DDAL play. To maintain fairness in a • A copy of the D&D Basic Rules, or a Player’s Handbook shared-world campaign, all DDAL participants will follow • The Season 10 AL Players Guide guidance provided in this catalog. -
Forgotten Realms
NEVERWINTERTM CAMPAIGN SETTING ROLEPLAYING GAME SUPPLEMENT Matt Sernett .. Erik Scott de Bie .. Ari Marmell CREDITS Design Interior Illustrations Matt Sernett (lead), Erik Scott de Bie, Ari Marmell Dave Allsop, Scott Altman, Steve Argyle, Zoltan Boros and Gabor Szikszai, Sam Burley, Chippy, Alberto Dal Development Lago, Thomas Denmark, Jesper Ejsing, Steve Ellis, Emrah Jeremy Crawford, Stephen Schubert Elmasli, Wayne England, Mike Franchina, lars Grant West, Ralph Horsley, Tyler Jacobson, Mazin Kassis, Editing Howard lyon, Slawomir Maniak, William O'Connor, Tanis O'Connor (lead), Adam Paquette, David Rapoza, Marc Sasso, Mike Schley, Dawn J- Geluso, Scott Fitzgerald Gray, Ray Vallese Matias Tapia, Franz Vohwinkel, Tyler Walpole, Mark Winters, Sam Wood Editorial Assistance Brian Cortijo Cartography Mike Schley Managing Editor Kim Mohan Publishing Production Specialist Erin Dorries D&D R&D Senior Producer Christopher Perkins Prepress Manager Jefferson Dunlap D&D R&D Group Manager Mike Mearls Imaging Technician Carmen Cheung R&D Director, D&D Games and Novels Bill Siavicsek Production Manager Cynda Callaway D&D Senior Creative Director Jon Schindehette Game rules based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the Art Director later editions by David "Zeb" Cook (2nd Edition); Jonathan Keven Smith Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and Front Cover Illustration James Wyatt (4th Edition). Ralph Horsley Setting details based on the original FORGOTTEN REAlMS® Back Cover Illustration campaign setting created by Ed Greenwood with Jeff Grubb, Adam Paquette the updated (3rd Edition) setting designed by Ed Greenwood, Richard Baker, Sean K Reynolds, Skip Williams, and Rob Graphic Designer Heinsoo, and the 4th Edition campaign guide by Bruce R. -
Neverwinter Nights: Bringing the Tabletop to the Desktop
Neverwinter Nights: Bioware Brings the Tabletop to the Desktop By Eric Furtado 3/18/03 1 “With Baldur’s Gate, we sparked a role-playing renaissance – now a multiplayer revolution!” These are the words spoken in the opening of an early trailer for Neverwinter Nights, released for the PC in June of 2002. Even at the point when the trailer was released in 2000, anticipation for the game was already running high. In 1998, Bioware, the developer of Neverwinter Nights, had almost single handedly resurrected the ailing computer roleplaying game (RPG) market with its great graphics, excellent implementation of the AD&D 2nd Edition rules, and remarkable story. The aforementioned trailer for Neverwinter Nights, although not the first trailer, was included on the CD of Baldur’s Gate II: Shadows of Amn. The video clearly states Bioware’s goal in its creation of Neverwinter Nights: to recreate, as accurately as possible, the feel and play style of pen and paper (or PnP) roleplaying, Dungeon Master included, on the PC. Were they successful? The answer is a resounding yes. For this reason, Neverwinter 2 Nights stands as model for future games and stands as a landmark in the history of computer RPGs. Word of Neverwinter Nights first surfaced in 1999 at GenCon along with an announcement by Wizards of the Coast about the new 3rd Edition Dungeons & Dragons rule set. However, the idea for Neverwinter Nights was created in 1997 as “the ultimate pen-and-paper role-playing game simulation.” Up until this point, computer role-playing games had been primarily single player affairs, or had multiplayer gameplay tacked on at the end of their development to allow groups of people to progress through the single player portion of the game with friends, but there was nothing that allowed them to create their own adventures. -
Moonshae Trilogy DARKWALKER on MOONSHAE (Bk 1)
~ad these book/ but heed their Ii lead the lives of your brightest ft Chronicles Trilogy DRAGONS OF AlJTUMN 1WILIGHT (Vol I) DRAGONS OF WINTER DRAGONS OF SPRING NIGHT (Vol 2) DAWNING (Vol 3) Margaret Weis and Tracy Hickman The unique fantasy trilogy of hope and fear, good and evil, beauty and barbarity. 111e Queen of Darkness. her dragons of destruction, and war and oblivion threaten the world of Krynn. Eight heroes are given the Power to save the world. They have hope. And they have courage. But U1e forces of evil are strong... DRAGONI.ANCE® CHRONICLES Margaret Weis and Tracy Hickman Thrilling omnibus of all three dramatic volumes of DRAGON LANCE CHRONICLES Legends Trilogy TIME OF THE TWINS (Vol 1) WAR OFTIIE1WINS TESTOFTIIE1WINS (Vol 2) (Vol 3) Margaret Weis and Tracy Hickman The War of the Lance has ended The darkness has passed - or has it? One man. the Powerful archmage RaisUin, intends that the darkness shall return. Two people alone can stop him. Crysania. a beautiful cleric of good, and Caramon. Raistlin'stwin brother. Together with Tasslchoff, the irrepressible kender. the three of them embark on a perilous journey back through time to the days before the Cataclysm ... DRAGON LANCE® Legends Onmibus (October 1990) Margaret Weis and lhlcy Hickman The thrilling legends of the Twins now in one volume! Tales Trilogy THE MAGIC OF KRYNN (Vol l) KENDER, GULLY LOVE AND WAR DWARVES AND GNOMES (Vol 3) (Vol 2) Edited by Margaret Weis and Tracy Hickman Enter the realms of the unknown with these m~ical collections of !ales. -
Ostagar" Downloadable Content for Dragon Age: Origins Coming January 5
"Return to Ostagar" Downloadable Content for Dragon Age: Origins Coming January 5 DLC Provides Players Opportunity to Return to Site of the Grey Wardens' Darkest Hour in BioWare's Award-Winning Epic RPG Fantasy EDMONTON, Alberta, Dec 29, 2009 (BUSINESS WIRE) -- Leading video game developer BioWare(TM), a division of Electronic Arts Inc. (NASDAQ:ERTS), announced today that the Return to Ostagar downloadable content (DLC) for Dragon Age(TM): Origins will be released on January 5 in North America and Europe for the Xbox 360(R) videogame and entertainment system and PC versions of the game at a cost of 400 BioWare Points or Microsoft Points. The DLC will be available for the PlayStation (R)3 computer entertainment system later in January. Return to Ostagar allows players to exact their revenge and embark on a quest for the mighty arms and armor of the once great King Cailan when they revisit Ostagar, the site of the Grey Wardens' darkest hour, to reclaim the honor and learn the secrets of Ferelden's fallen king. "We are thrilled at the way the fans have embraced Dragon Age: Origins and we're excited to welcome them back into the game," said Aaryn Flynn, General Manager and Vice President, BioWare Edmonton. "Return to Ostagar represents BioWare's commitment to providing a steady stream of compelling post release content as we continue to expand the Dragon Age universe." Return to Ostagar summons players to a new quest in which they will return to the fateful battleground in Ostagar where the Grey Wardens were nearly wiped out. -
A Unified Representation for Dialogue
A Unified Representation for Dialogue and Action in Computer Games: Bridging the Gap Between Talkers and Fighters by Philip Hanson A Thesis Submitted to the Faculty of the WORCESTER POLYTECHNIC INSTITUTE In partial fulfillment of the requirements for the Degree of Master of Science in Computer Science by May 2010 APPROVED: Professor Charles Rich, Major Thesis Advisor Professor Michael Gennert, Head of Department Abstract Most computer game characters are either \talkers," i.e., they engage in dialogue with the player, or “fighters," i.e., they engage in actions against or with the player, and that may affect the vir- tual world. The reason for this dichotomy is a corresponding gap in the underlying development technologies used for each kind of character. Using concepts from task modeling and computa- tional linguistics, we have developed a new kind of character-authoring technology which bridges this gap, thereby making it possible to create richer and more interesting characters for computer games. Acknowledgements I would like to thank my advisor, Prof. Charles Rich, for his dedication, attention to detail, and professionalism in preparing this thesis, as well as the Computer Science department and faculty for their support during my graduate studies. This thesis would not have been possible without the encouragement and patient endurance of my family. I would especially like to express gratitude to my parents, John and Carolyn Hanson, for their wisdom and love during this extended process. Thank you for providing a model I can aspire to emulate. Finally, I would like to thank the network of friends, colleagues, and mentors who provided inspiration, insight, and stimulating conversation to keep me going. -
Bioware Module Construction Tutorial
BioWare Aurora Neverwinter Nights Toolset Module Construction Tutorial BioWare Aurora Neverwinter Nights Toolset Module Construction Tutorial Plot Summary A tribe of goblins led by Barash, a bugbear, is massing for war against the people of Hyatt, a small kingdom ruled by King Percy the Just. The kingdom's primary source of iron for use in weapons is the Fernesk Mine outside the rural community of Fern. Every few weeks, a caravan of iron leaves Fern for Hyatt Castle to the South and returns with the goods necessary to maintain the town. The entire community depends upon the caravan for its very survival and they often hire mercenaries to serve as escorts. Barash's first step is to secure the Fernesk Mine. This move serves two purposes: it cuts off the Castle Hyatt's supply of iron, and simultaneously increases his own. Barash has Gnashgab, one of his most trusted shamans, seize the mine, and capture the miners for use as slaves. Under the cover of darkness, Gnashgab and her warriors invaded the mine while it was unoccupied and prepared an ambush for the next day's shift. The shift entered the mine normally the next day and fell victim to the goblins' trap. Now they work as slaves for the goblins, unable to escape and warn the rest of the town of the danger close at hand. Days have gone by since the last shift of workers entered the mine, and the time for the next caravan is fast approaching. The people of Fern are desperate. Unknown to the townsfolk, Barash has an ally.