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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. -
Sandstorm, All Other Wizards of the Coast Product Names, and Their Respective Logos Are Trademarks of Wizards of the Coast, Inc., in the U.S.A
6620_17739_Chp1.indd20_17739_Chp1.indd 1 11/7/05/7/05 11:18:39:18:39 PPMM CREDITS DESIGNERS ART DIRECTOR D&D BRUCE R. CORDELL, DAWN MURIN JENNIFER CLARKE WILKES, JD WIKER COVER ARTIST DEVELOPMENT TEAM BEN THOMPSON MICHAEL DONAIS, ANDREW J. FINCH, DAVID NOONAN INTERIOR ARTISTS EDITORS STEVEN BELLEDIN, MATT CAVOTTA, CHRIS THOMASSON, CINDI RICE, CHRIS SIMS MITCH COTIE, ED COX, WAYNE ENGLAND, DAVID HUDNUT, DANA KNUTSON, DOUG MANAGING EDITOR KOVACS, TODD LOCKWOOD, CHUCK LUKACS, KIM MOHAN JIM NELSON, WILLIAM O’CONNOR, MICHAEL PHILLIPPI, STEVE PRESCOTT, WAYNE REYNOLDS, DESIGN MANAGER RON SPENCER, STEPHEN TAPPIN CHRISTOPHER PERKINS GRAPHIC DESIGNER DEVELOPMENT MANAGER DEE BARNETT, TRISH YOCHUM JESSE DECKER SENIOR ART DIRECTOR RPG CARTOGRAPHER STACY LONGSTREET DENNIS KAUTH DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST BILL SLAVICSEK ERIN DORRIES PRODUCTION MANAGERS IMAGE TECHNICIAN JOSHUA C.J. FISCHER, RANDALL CREWS SVEN BOLEN Resources: Pharaoh by Tracy and Laura Hickman; Oasis of the White Palm by Philip Meyers and Tracy Hickman; Lost Tomb of Martek by Tracy Hickman; American Geological Institute: Glossary of Geology, 1972; Physical Geology by Robert J. Foster, Charles E. Merrill Publishing Co., Columbus, Ohio, 1971; Geology by Richard M. Pearl, Barnes & Noble, Inc., New York, 1969; “The New Martian Nomenclature of the International Astronomical Union” by G. DeVaucouleurs, et al., Icarus 26, 85, 98, 1975; AL-QADIM by Jeff Grubb and Andrea Hayday; MAZTICA by Douglas Niles; Wizards.com: “The Far Corners of the World—Sand and Sun: Spells of the Desert” by James Jacobs. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. -
1482548691814.Pdf
How To DM This %$@# And Other Questions When you download and read The Dungeon Land you may be suddenly gripped by its full, beautiful descriptions, surreal atmosphere, and enthralling plotline. You may think to yourself “Oh just they wait, next D&D session heads are gonna roll!”, but wait. We at Perilous Prints feel that a disclaimer is needed, a sort of DM warning, to make sure our little project doesn’t cause unnecessary problems for your play group. To that end we have included this short book; to answer questions, give advice, and aid the DM in running this clever trainwreck. Inside this book you will find all the tables from The Dungeon Land organised into a helpful collection, a quick overview of when quests are obtained by the party, and a Q&A for dungeon masters running this material for the first time. It is requested that the dungeon master read the Q&A prior to running The Dungeon Land because it is not simply a tutorial, but contains necessary information about balancing the module and how to deal with the relevance of its contents to the rest of your game world. On the contrary, the tables and quests are discussed in short hand for the dungeon master who has already familiarised themselves with the module and do not wish to continuously cycle through an 80 page book. Finally I would like to say a few words. To the dungeon master that ‘railroads’ their players along, to the player who rifles through the books for hours finding the rule that will give themselves an edge, to all those who believe that Dungeon and Dragons is about winning and doing what they want; turn back! This is not the dungeon for you. -
I6 Ravenloft
Ravenloft is a classic gothic horror story. Many mysteries surround Strahd, his castle Ravenloft, and the lands of Barovia. After entering Barovia, the TABLE OF CONTENTS PCs are trapped by a deadly fog. Their adventure can run in any direction, Page culminating in a fantastic vampire hunt. Count Strahd von Zarovich The dark forests of Barovia are filled with wolves and other creatures, Who he is and how to play him..............................................3 making travel there quite unsafe. Fortunes of Ravenloft The gypsy card reading that foretells the adventure.............4 In a clearing in the Svalich woods, lies a gypsy camp. Only Madam Eva Lands of Barovia and her troupe pass in and out of Barovia. There are rumors that Strahd The Count's domain ................................................................6 gave Madam Eva a potion that neutralizes the fog, but no one has ever Start of the Adventure actually seen the potion. It is well known that Madam Eva foretells the future with surprising accuracy. A desperate plea for help ........................................................7 Lands of Barovia Planned Encounters The village of Barovia is a sad place now. Most of the shops have been Meeting Strahd and his creatures ...........................................7 forced to close. The night, and its creatures, belong to Strahd. When the sun Svalich Woods sets, the people of Barovia barricade their homes, trembling in fear. Each Home of the worg wolves ...................................................... 7 night the attacks get worse. Village of Barovia Once a prosperous town, now without hope.........................8 The Burgomaster's mansion is the center of most attacks. For some reason, Strahd is after Ireena Kolyana, the Burgomaster's adopted daughter. -
Dragons of Desolation by Tracy Hickman and Michael Dobson
TRAP EFFECTS All traps are triggered by a tripwire or by walking past them. Ball: Damage = 2d8; Save vs Petrify to avoid. Blade Damage = 1d10; When activated starts chopping; Dexterity check to pass or pass to right or left of wedge shaped blade. Flame: Damage = 2d6, if fanned out in some way. Ice Falls: Damage = 1d6; Save vs Spells or encased in ice, 3 turns to thaw. Spiked Pit: Damage = 2d6; 10' deep, trapdoor snaps shut. Official Game Adventure Dragons of Desolation by Tracy Hickman and Michael Dobson TABLE OF CONTENTS Prologue . 2 Wherein the tale is told, and the story is explained. Chapter 14: The Doors of Thorbardin . 4 In which the heroes dream dark dreams and seek the entrance to the long-lost dwarven kingdom. Chapter 15: The North Gate of the Dwarves . 8 In which the heroes enter Thorbardin, encounter ancient evils, and meet a legendary dwarf. Chapter 16: The Honor of the Hylar . 12 In which the Council of Thanes meets, and the heroes receive a quest. Chapter 17: Kalil S’rith . 15 In which the heroes enter the Kingdom of the Dead seeking a great mystical treasure. Chapter 18: Dark Realms . 19 In which Verminaard returns, and the heroes make their final stand. Epilogue . 22 Wherein this book of Dragonlance comes to an end, the beginning and end of life is celebrated, and shadows of the future fall on the present. APPENDICES . 26 and Inside Cover Here are the tools of the story That which is new is explained, as are encounters governed by fate alone. -
I 3-5 Desert of Desolation Product #: 9199 by Tracy Hickman, Laura Hickman, Philip Meyers, Peter Rice and Wm
I 3-5 Desert of Desolation Product #: 9199 by Tracy Hickman, Laura Hickman, Philip Meyers, Peter Rice and Wm. John Wheeler. Copyright 1987 TSR Inc. All rights reserved. st Converted from 1 edition AD&D to D&D 3.5 by Mark Stout ([email protected]). Ownership of I 3-5 Desert of Desolation is required to use this conversion. A PDF version is available from www.paizo.com Created: 1/26/09 Updated: 1/26/09 Chapter 1: Background and Storyline A Note about the Religions of the Durpari and the Raurindi The Raurindi follow a multitude of gods and goddesses. Since most of the Raurindi have been scattered and exist now as slaves or Dervishes, their clerics follow an ethos of protection of holy sites and vengeance to those who despoil them rather than any particular god or goddess. The Durpari, on the other hand, are monotheistic, following the god Anu. Despite this, the Durpari and Raurindi are similar in alignment and basic ethos, separated only by their inflexible views of monotheism versus polytheism. The other major religion in the desert is the worship of Set, which is proscribed and reviled by Durpari and most Dervishes. Some Dervishes see worship of Set as their only weapon against the Durpari, but they are the minority. God/Religion Alignment Domains Favored Weapon Anu LN Law, Strength, Sun, War None Dervish LN Law, Protection, Travel, War Scimitar Set LE Death, Evil, Trickery Spear Chapter 2: Judging Notes for the Referee Judging Mounted Travel Types of Mounts Available Camel, Dromedary; Large Animal; CR 1; HD 3d8+6; hp 19; Init +3; Spd 50 ft.; AC 13 (-1 size, +3 Dex, +1 natural), touch 12, flat footed 10; Base Attack/Grapple +2/+10; Atk/Full Atk Bite +0 melee (1d4+2); Space/Reach 10 ft./5 ft.; SQ Low-light vision, Scent; SV Fort +5, Ref +6, Will +1; Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4; Skills Listen +5, Spot +5; Feats Alertness, Endurance. -
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. -
GURPS Monster Hunters 3: the Enemy Include: Can Be Found at Gurps.Sjgames.Com/Monsterhunters3
MONSTER HUNTER STM 3 THE ENEMY TM Written by JASON “PK” LEVINE Illustrated by GERINALDO COLON, PAUL DALY, NEIL MELVILLE, SHEA RYAN, and DAN SMITH An e23 Sourcebook for GURP S® STEVE JACKSON GAMES ® Stock #37-0319 Version 1.0 – May 2011 CONTENTS I NTRODUCTION . 3 Demonic Variety . 19 Weaknesses and How to Use This Book . 3 Skin-Changers . 20 Player Knowledge . 28 About the Author . 3 In-Betweeners . 21 Why Aren’t I This Tough? . 3 4. ROGUE HUMANS . 29 3. THE LIVING . 22 Crusaders . 29 1. THE UNDEAD . 4 Albino Alligators . 22 Cultists . 31 Ghosts . 4 Chupacabras . 23 Other Rogues . 32 Ghostly Abilities . 5 Cryptids . 23 Experiments . 32 Mummies . 6 Lycanthropes . 24 Psis . 33 The Mummy’s Curse . 7 Injury Tolerance . 25 Cold-Blooded Murde r . 35 Vampires . 8 Destroying Comfort Zones . 26 Witches . 35 Burning Down the House . 11 Zombies . 12 5. HUNTING Zombies That Aren’t . 12 THEM DOWN . 37 Zombie Mobs . 14 The Undead . 37 Spirit Beings . 37 2. SPIRIT BEINGS . 15 The Living . 38 Angels . 16 Rogue Humans . 38 Demons . 17 Law (Demonic) . 17 I NDEX . 39 About GURPS Steve Jackson Games is committed to full support of Internet. Visit us on the World Wide Web at GURPS players. Our address is SJ Games, P.O. Box www.sjgames.com for errata, updates, Q&A, and much 18957, Austin, TX 78760. Please include a self-addressed, more. To discuss GURPS with our staff and your fellow stamped envelope (SASE) any time you write us! We can gamers, visit our forums at forums.sjgames.com . -
Dragon Magazine #126
Magazine Issue #126 Vol. XII, No. 5 SPECIAL ATTRACTIONS October 1987 15 The Dead of Night: Not even the grave can keep some people down. Publisher Mike Cook 16 Hearts of Darkness Tom Moldvay Vampires are everywhere you can Count on it. Editor 26 Dead on Target David Howery Roger E. Moore Youll need more than a silver dagger against the enemies of the living. Assistant editor Fiction editor 28 A Touch of Evil Vince Garcia Robin Jenkins Patrick L. Price 31-derful flavors of terror from beyond the grave. OTHER FEATURES Editorial assistants Eileen Lucas Barbara G. Young 8 Role-playing Reviews Ken Rolston Georgia Moore Fantasy campaign supplements: lands of the living and the dead. 37 The Game Wizards Steve Winter Art director The second-edition AD&D® game, from the editors viewpoint. Roger Raupp 40 The Ecology of the Shade Dan Salas Production Staff Life without death, death without life, forever. Marilyn Favaro Gloria Habriga 44 Well Bottled at Slabs John Gregory Betancourt Colleen OMalley Our second visit to a remarkably . spirited tavern. Subscriptions Advertising 50 Bazaar of the Bizarre Gregory W. Detwiler Pat Schulz Mary Parkinson A strange and wonderful assortment of Oriental Adventures treasures. 52 A Ghastly Grimoire Dean Shomshak Creative editors Walking statues, earthquakes, the Yellow Sign, and the CALL OF CTHULHU® game. Ed Greenwood Jeff Grubb 60 The Dragons Bestiary John M. Maxstadt Its mutant round-up time in the lands of the GAMMA WORLD® game. Contributing artists Daniel Horne George Barr 66 There Are Ways of Making You Talk. Kevin Marzahl Richard Bennett Peter Botsis The TOP SECRET® games contact system: Reach out and interrogate someone. -
Strahd Von Zarovich
Strahd von Zarovich STATISTICS Armor Class 20 (Natural Armor, Mage Armor, Bracers of Defence, Cloak of Protection) Hit Points 250 hit points, +100 hp Heart of Sorrow Speed Medium vampire 30’, climb 30’, fly 30’; Tiny bat: 5 ‘, walk 30 ‘; Medium wolf 40 ‘; Large wolf 50 ‘; Medium mist 20 ‘ Str 20 (+5) Dex 20 (+5) Con 18 (+4) Wis 15 (+2) Int 20 (+5) Cha 18 (+4) Saving Throws Str +6, Dex +11, Con +5, Wis +8, Int +11, Cha +10 Skills Arcana +15, Perception +12 (expertise), Religion +10, Stealth +15 (expertise), Performance +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 120 ft., passive Perception 22 Languages Abyssal, Common, Draconic, Elvish, Giant, Infernal TRAITS Shapechanger If Strahd isn't in sun light or running water, he can use an Action, Bonus Action, or Legendary Action to polymorph into a Tiny bat, a Medium or Large wolf, a Medium cloud of invisible mist, or back into his true form. While in bat or wolf form, Strahd can't speak. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies. While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight. -
Finding Aid Template
Brian Sutton-Smith Library and Archives of Play PlaGMaDA Papers Finding Aid to the Play Generated Map and Document Archive (PlaGMaDA) Papers, 1974-2014 Summary Information Title: Play Generated Map and Document Archive (PlaGMaDA) papers Creator: Timothy Hutchings (primary) ID: 114.894 Date: 1974-2014 (inclusive); 1980s-2000 (bulk) Extent: 15.1 linear feet Language: The materials in this collection are in English, unless otherwise indicated. Abstract: The Play Generated Map and Document Archive (PlaGMaDA) papers are a compilation of hand-drawn maps, sketches, notes, reference materials, and other documentation generated by numerous players of assorted role-playing games. Dated materials are primarily from the 1980s through 2000. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: The Play Generated Map and Document Archive (PlaGMaDA) papers were donated to The Strong in April 2014 as a gift from the Play Generated Map and Document Archive (PlaGMaDA). The papers were accessioned by The Strong under Object ID 114.894. The papers were received from Timothy Hutchings, the Founding Director of the Play Generated Map and Document Archive, in seven large boxes. -
D&D Sheep's Clothing
Sheep’s Clothing is an adventure for four 11th-level char- acters (PCs), though it can be modified for higher- or lower-level play if desired (see the Scaling the Adventure sidebar). You can incorporate this adventure into any campaign where there is a court environment—be it a royal court, a ducal court, or even a merchant council’s SHEEP’S court. The exact location is not relevant to the adven- ture, though there must be a manor house somewhere CLOTHING near the place where court is held. Adapt the material as you see fit to make it fit into your campaign. A Short Adventure for Four In the FORGOTTEN REALMS Campaign Setting, this 11th-Level Player Characters adventure works in almost any country. Cormyr and Sembia are particularly good choices, but Mulhorand, Thay, Amn, Silverymoon, and Westgate are also CREDITS possible. The scenario is not appropriate for places such Design: Robert Wiese as the dwarven citadels of the North or for settlements in the Vast, on the plains of the Shaar, or in the jungles Editing: Penny Williams of Chult. Typesetting: Nancy Walker In the world of Greyhawk, this adventure works best Cartography: Rob Lazzaretti in the courts of countries outside the Free City of Web Production: Julia Martin Greyhawk itself. Nations such as Verbobonc, the Web Development: Mark A. Jindra County or Duchy of Urnst, Nyrond, Keoland, and Ket Graphic Design: Sean Glenn, Cynthia Fliege are good choices. The adventure is not appropriate for Veluna, since a vampire there would be discovered too Based on the original DUNGEONS & DRAGONS® game by E.