1447997878722.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

1447997878722.Pdf Adventure from the UK for a level 7 elf I TABLE OF CONTENTS BLADE OF VENGEANCE 2 HOMECOMING (Map 1 - areas la-g) 4 Approach to Dorneryll, Dorneryll 4 I Vengeance is Mine 7 THE EMERLAS (Map E - areas 2-20) 8 Storyline: Jim Bambra & Starblooms 8 Phil Gallagher Wandering Monsters, Events 9 Production: Phil Gallagher & Set Encounters 11 TSR UK Design Team The Elfin Smith, Oakendale 11 Vanished Hermit, Fairy Ring 14 Editing: Graeme Morris, Tom Kirby Herbalists 16 Carole Morris The Treanu 17 Typesetting: Phil Gallagher, Paul Circle of Dreams, Scenes of Destruction 18 Cockburn, Kim Daniel Shattered Pillars 19 Artwork: Jeremy Goodwin Cartography: Paul Ruiz THE SHINING ISLE (Map S - areas Sl-S4) 20 Playtesting: Pat Whitehead & Scorbane 22 Gerard Lonergan THE MISTY HILLS (Map E - areas 21-22) 23 Wandering Monsters, Set Encounters 23 LAIR OF KHORDARG (Map K - areas K1-K13) 24 Death of Khordarg, A New Beginning 26 DUNGEONS & DRAGONS and D&D ace m@rnccd trademarks ownd byTSR,lnc ThcTSRlogo. and PRODUCTSOPYOUR IMAGINATION arc tradrmarks owned by TSR. Inc NEW MONSTERS 27 '198+ TSR,Inc. AI1 Rights Rrrcncd. Princcd in USA Shargugh, Flitterlings 27 Faedorne, Silver Warrior 28 TSR, Inc. TSR UK Ltd. POB 756 The Mill Lake Geneva Rathmore Road w153147 Cambridge CB1 4AD USA United Kingdom. LIST OF TABLES 9 I A." Table 1: Wandering Monsters (the Emeilas) Table 2: Mushrooms 15 I Table 3 Wandering Monsters (the Misty Hills) 23 TSR, Inc. PnODUCTS OF YOUR IMAGINATION" LIST OF MAPS Map E - Emerlas Outside Cover Maps 1, 2, 4, 7, 9, 11, 12, 16 & 20 Inside Cover ISBN 0-88038-190-6 Map S Shining Isle Inside Cover 9108 - Map K - Khordarg's Lair Inside Cover Printed in the USA This is an adventure for one player and one south. Karelia sent a raven as her messenger smith to the north west (area 2). All other Dungeon Master. The module is for use with to Galannor Nightflame to lead him from elves live to the south, deep in Canolbarth the DUNGEONS & DRAGONSO game sys- Alfheim. Galannor made haste to the Forest. tem and requires a copy of the Basic and Emerlas and sought out Gorkalk’s lair in Expert rules in order to play. the Misty Hills. There, a terrible fight As a youngster, Erystelle was never allowed ensued and, in spite of his wounds, to wander far in the Emerlas and con- Galannor slew the dragon. Karelia was sequently the character’s knowledge of the Blade of Vengeance concerns the adventures impressed with Galannor’s bravery. In her area is sketchy. On reaching maturity, of Erystelle of Dorneryll, a level 7 elf. silver ship, she carried the wounded hero to Erystelle headed south to Alfheim, the elf Erystelle can be a male or a female the Shining Isle where he now lives beyond king’s court, and to lands beyond. character as this will make no difference to his span of years. the flow of the adventure. Alternatively, the DM may allow another character to be used Since then the Emerlas has been peaceful ERYSTELLE’S DESTINY instead of Erystelle. In this case the DM and many creatuies have made it their may have to limit the spells and magical home. Recently, however, the red dragon HOMECOMING (page 4): After years of equipment available to the character, as Khordarg has moved into the lair of her adventuring in distant lands, Erystelle has this adventure has been specifically des- great grandfather, Gorkalk. By employing decided to return home. But the home- igned around Erystelle’s abilities, spells threats and promises of wealth she has coming will be far from pleasant; most of and equipment. brought many humanoid bands under her Dorneryll’s inhabitants lie dead, slain by control. Khordarg now plans to lay waste the red dragon Khordarg, while Dorneryll to the area, and she has already destroyed itself is in flames. This vicious attack THE EMERLAS the dwarven stronghold of Granitgape cannot go unavenged ... (area 17 -see Map E) and the human hamlet The northern tip of Canolbarth Forest of Scrubton (area 18). At the start of the THE EMERLAS (page 8): A letter found (Map 2 Expert Rulebook - page 33) is a wild adventure, only Erystelle’s great uncle by the burning trunk of Dorneryll will lead and beautiful area known as the Emerlas. Druinder (area 2) suspects Khordarg’s to the forge of Erystelle’s great uncle (area Shrouded in mystery and legend, the existence. 2). Druinder will suggest that Erystelle Emerlas is home to numerous creatures. attempts to recall Galannor Nightflame. Floating high above the Emerlas is the Druinder thinks that the hermit of the Shining Isle of Karelia, a faedorne (see page DORNERYLL north (area 6) will know how this is to be 28). The Shining Isle is only visible at done and gives directions to the hermit’s night and appears as a bright star in the Erystelle’s home, Dorneryll (area 1 -Map 1) cave. Unfortunately, the hermit has gone heavens, known to the elves as the Star of is a large oak tree on the southern edge of into hiding and Erystelle will be unable to Galannor. the Emerlas. On brightly painted platforms find him until much later in the quest. high in the branches of Dorneryll, the elves However, Fate has chosen Erystelle to save Two thousand years ago, the red dragon of Erystelle’s family have made their the Emerlas and to be as great a hero as Gorkalk flew out of the northern mount- homes. The area around the tree is laid out Galannor Nightflame. After collecting ains and destroyed large tracts of the with pleasant flower, vegetable and herb numerous clues, Erystelle will discover the Emerlas. Seeking a champion to combat gardens. To the east of the tree are a few location and secret of the Shattered Pillars the dragon, Karelia’s attention lighted on outbuildings and stables for the family’s (area 20). From here, Erystelle will journey Galannor Nightflame, an elfin hero of horses. The nearest elfin dwelling to to the Shining Isle aboard the silver ship of great renown, dwelling in Alfheim to the Dorneryll is that of Druinder, the elfin Karelia the faedorne. 2 BLADE OF VENGEANCE THE SHINING ISLE (pagr 20):Two trst~ face Erystelle on the Shining Isle. If the ROLE PLAYING SETTING OUT Silver Warrior (area S2) is defeated and the Bridge of Change (area S3) successfully Unlike group adrentu~rs,whcrr players negotiated, Erystelle will arrive at the ran discuss rhr couisc of the adrrnturr and Silver Glade (area 54). Here, Karelia the puzzlrs with othei playrrs, rhr playtw in faedorne awaits with the magical items of this moduk cannot do this. Thr Dhl Galannor - including the sentient sword, should ubc conwrsations with friendly Scorbane. NPCs as a mrans of hrlping E~~ystrllr.By having NPCs a\k qurstions and olfri THE MISTY HILLS (page 23): Journey- advice, thr D.\I can assist tli~playri in ing to Khordarg's lair. Erystelle will coming to con<Imions and in kcping disovrr thousands of humanoids ready for Ira<k of the nuniei~ou*pic~s of information an assault on Alfheim. To slay Khordarg, acqoircd throughout thr advrntuir. Erystelle has to sneak through a cave system to the dragon's lair and there face Intelligence Checks her in single combat. During thr counr of this advcntu~.~Erys- trlk ii rrquil-rd to put togcthcr various MOVEMENT piccrs of information and to solw a number of puirlrc. II thr playcr is rxperirn- Trails and Woodlands ring difficulty and this is spoiling thc flow of the adventow, the DM should make an Movrmmt along trails is at normal mow intclligcncc check for El-yrtdlc by rdling mmt raws, 011 thr trails this drops to half. ld20. If thtl scow is lrss than 01~equal to Unless otherwise specified, cncountcrs Ei~ystellr'sintrlligcnce (16) thc DM should occur at a range of 3d6a10 yards on the givc thc playrr hint, to thr snlutinri. trails, and 2d4x10 yards in the woods. Howrver, intelligrnrc chrcks 41ould hr usrd slx~ingly,BS a lot of thr fun oI thc Rivers ;idventure comes from solving thc mi iour uroblcms. Kivrrs arc grnrrally not more than 40 feet wide and can be easily crosscd at the bridges. Away from thr bridgrs, rivers <'an TIME br swum (see Exprrt Kulebook - pdgr 27). The passage of timr is important in this advcnturr. As time goes on the frcqucncy of HEALING attacks by Khordarx and her minions incxascs (3ee EVENTS - pagr 9). The DX1 Any magical items (including potions and should kcpa rarrful record of thc nurnbw so on) that will cure Erystelle's wounds of days rlaprrd sinrr the stan 01 the will also work on any companions. adventure. 4 HOMECOMING Tod;i> I:.r)stcllc is returning home, no will be able to make a chargc attack (see longcr a young elf hut a skilled fighter and Expert rulebook - page IO) and continue powerful wielder of magic. A joyful home- At the start of the adventure, Erystelle is along the track past the hobgoblins. coming is not to he, for Khordarg, grand- riding along the southern trail towards daughter of Gorkalk, the red dragon slain Dorneryll (area I). 4hobgoblins:AC6;HD 1+1; hp4each;MV by Galannor, has visited Dorneryll first. 90'(30');#ATIsword;D I-&SaveFl;ML8: AL C XP 15 each; THACO 18; B31. la. Homeward Bound The Burning of Dorneryll If forced to do so, thr hobgoblins will tell the elf about the other hobgoblins at the While a group of hobgoblins and ogres Adventuring has taken you far from tree (area Id).
Recommended publications
  • Dragon Magazine #151
    Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space.
    [Show full text]
  • Dragon Magazine #158
    S PECIAL ATTRACTIONS Issue #158 Vol. XV, No. 1 9 Weve waited for you: DRAGONS! June 1990 A collection of lore about our most favorite monster. The Mightiest of Dragons George Ziets Publisher 10 In the D&D® game, no one fools with the dragon rulers and lives for James M. Ward long. Editor A Spell of Conversation Ed Friedlander Roger E. Moore 18 If youd rather talk with a dragon than fight it, use this spell. The Dragons Bestiary The readers Fiction editor Barbara G. Young 20 The gorynych (very gory) and the (uncommon) common dragonet. Thats Not in the Monstrous Compendium! Aaron McGruder Assistant editor 24 Remember those neutral dragons with gemstone names? Theyre 2nd Dale A. Donovan Edition now! Art director Larry W. Smith O THER FEATURES Production staff The Game Wizards James M. Ward Gaye OKeefe Angelika Lokotz 8 Should we ban the demon? The readers respondand how! Subscriptions Also Known As... the Orc Ethan Ham Janet L. Winters 30 Renaming a monster has more of an effect than you think. U.S. advertising The Rules of the Game Thomas M. Kane Sheila Gailloreto Tammy Volp 36 If you really want more gamers, then create them! The Voyage of the Princess Ark Bruce A. Heard U.K. correspondent 41 Sometimes its better not to know what you are eating. and U.K. advertising Sue Lilley A Role-players Best Friend Michael J. DAlfonsi 45 Give your computer the job of assistant Dungeon Master. The Role of Computers Hartley, Patricia and Kirk Lesser 47 The world of warfare, from the past to the future.
    [Show full text]
  • TORG: Space Gods (TORG Roleplaying Sourcebook) by Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra Pdf
    TORG: Space Gods (TORG Roleplaying Sourcebook) by Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra pdf DOWNLOAD LINKS (Clickable) ISBN: 0874313244 ISBN13: 978-0874313246 Author: Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra Book title: TORG: Space Gods (TORG Roleplaying Sourcebook) Pages: 118 Publisher: West End Games (November 1, 1991) Language: English Size PDF version: 1844 kb Size ePUB version: 1768 kb Size FB2 version: 1243 kb Other formats: mobi doc rtf mobi The Space Gods sourcebook is part of Torg, an epic game of adventure, magic and altered reality. This volume describes the science-fiction reality of the Akashan realm, where biotech, psionics and non-invasive reality combine to make a unique campaign setting. It features source material on the Akashans, the Comaghatz plague, the Star Sphere, and the realm. Included is gamemaster material on biotechnology, psionics, Akashan reality mechanics, world laws, locations, creatures, and new character templates. Related PDF to TORG: Space Gods (TORG Roleplaying Sourcebook) by Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra 1. Experiencing the Promises of God : Make His Provision Your Reality by Pat Francis 2. Complete Psionic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) by Christopher Lindsay,Bruce R. Cordell 3. The Reality Dysfunction: Expansion - Part II (Part 2) by Peter F. Hamilton 4. Reality of God (Rd 241) by Schubert M. Ogden 5. TORG, Revised and Expanded by Greg Gorden 6. Beyond All Belief: Science, Religion and Reality by Peter Lemesurier 7. Virtual Reality and Augmented Reality Applications in Manufacturing by S.K. Ong,A.Y.C. Nee,Soh K. Ong 8.
    [Show full text]
  • Dragon Magazine #136
    Issue #136 Vol. XIII, No. 3 August 1988 SPECIAL ATTRACTION Publisher Mike Cook 7 Urban Adventures: An orc in a dungeon is a foe. An orc in the city could be mayor. Editor 8 Building Blocks, City Style Thomas Kane Roger E. Moore Is there a fishmonger in this town? This city-builder has the answer. Assistant editor Fiction editor 18 The Long Arm of the Law Dan Howard Robin Jenkins Patrick L. Price Crime and punishment in FRPG cities; or, flogging isnt so bad. 22 Taking Care of Business Anthony D. Gleckler Editorial assistants The merchant NPC class: If you like being rich better than anything else. Eileen Lucas Barbara G. Young 28 A Room for the Knight Patrick G. Goshtigian and Nick Kopsinis Art director Rating the inns and taverns of fantasy campaign worlds. Roger Raupp 34 Fifty Ways to Foil Your Players Jape Trostle Mad prophets, con men, and adoring monsters to vex your characters. Production staff Betty Elmore OTHER FEATURES Kim Janke Lori Svikel 40 The Curse of the Magus fiction by Bruce Boston and Robert Frazier Subscriptions U.S. Advertising Even in exile, a wizard is still the most dangerous of opponents. Pat Schulz Sheila Meehan 46 Arcane Lure Dan Snuffin U.K. correspondents Recharge: One simple spell with a lifetime of uses. Graeme Morris Rik Rose 54 The Golems Craft John C. Bunnell To build a golem, you first need a dungeon full of money. U.K. advertising Dawn Carter Kris Starr 58 Through the Looking Glass Robert Bigelow A look at convention fun, deadlines, and a siege-tower giant.
    [Show full text]
  • 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.
    [Show full text]
  • THE WARPSTONE INTERVIEW GRAEME DAVIS Questions by John
    THE WARP STONE INTERVIEW GRAEME DAVIS Questions by John Foody Graeme Davis was one of WFRP’s original authors, and was involved with its development throughout its time with GW. Many thanks to Graeme for his time. “ I spent the money on beer, and churned out more ravings” Could you give us a brief biography? Sure. I got into RPG’s through acting, in the late 70s. I was a member of the Bracknell Drama Club (plug!!), and some of the other guys worked for ICL in Bracknell (Douglas Brown, if you're reading this, it's all your fault!) and had picked up Caverns and Caterpillars (TM) in college. I went on to college myself, and started sending stuff to White Dwarf, who were in the throes of going monthly at the time, and had put out an appeal for new writers. Amazingly, they printed my ravings, and sent me money. I spent the money on beer, and churned out more ravings. It was a very satisfactory arrangement. I also wrote for TSR UK's magazine Imagine, and for the Fighting Fantasy magazine, Warlock. My first nonmagazine credit was in GW's British Call of Cthulhu supplement, Green and Pleasant Land; I wrote the archaeology section and part of one adventure. Shortly after GW was taken over by Citadel and the design studio moved to Nottingham, I was offered a job working on the development of the new Warhammer roleplaying game. Shortly afterward, Jim Bambra and Phil Gallagher joined GW from TSR UK, and the three of us were responsible for the Enemy Within adventures, up to Death on the Reik.
    [Show full text]
  • Dragon Magazine #144
    Issue #144 Vol. XIII, No. 11 Special Attraction April 1989 Everything Youve Ever Wanted To Know About Role-Playing Publisher 11 (Everything that wasnt in the rules, that is.) Mike Cook A Field Guide to Game-Convention Ornithology Skip Williams Editor 12 See any Bull-headed Slashers in your gaming group last evening? Roger E. Moore Cheating Made Easy Jefferson P. Swycaffer Associate editor Fiction editor 20Creative ways to roll dice, measure movements, and enrage your friends Robin Jenkins Barbara G. Young Cheating Made Even Easier Spike Y. Jones Editorial assistant 24If the last article didnt stop you, then youre ready for the big time! Kimberly J. Walter Claydonia Conquers the World! Paul C. Easton Art director 28Clay-O-Rama campaigns; or, My Claydonian is stuck to the ceiling! Lori Svikel Still More Outrages from the Mages John M. Maxstadt Production staff 32Loads of great new spells that only a killer DM could possibly love. Paul Hanchette Betty Elmore Kim Janke Angelika Lokotz Subscriptions U.S. Advertising Other Features Janet L. Winters Sheila Gailloreto Role-playing Reviews Jim Bambra U.K. correspondent 38In the land of cartoon characters, death is a four-letter word. Lyn Hutchin When Gods Walk the Earth Paul Jaquays U.K. advertising 46In Chaosiums RUNEQUEST® game, Divine Intervention is not divine at Dawn Carter Kris Starr all. The Game Wizards James M. Ward 58Bad puns, good games, and free-lance work at TSR, Inc. The Role of Computers Hartley, Patricia, and Kirk Lesser 60Try a fantasy golf course to end all golf courses. Through the Looking Glass Robert Bigelow 70How much damage can a BattleMechs lasers do? Find out in this column.
    [Show full text]
  • Liste Des Modules Donjons & Dragons
    En bleu : gamme officielle française 20/01/18 Liste des modules Donjons & Dragons – En vert : traduction / révision du DDD (1978-1994) En noir : non traduit Les dates indiquées sont celles des sorties VO. En rouge : traduction en cours Source : http://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_modules En gris : trad en « stand-by » A A—Aerie of the Slave Lords— Le Repaire des esclavagistes est une campagne de 4 scénarios pour AD&D reliés entre eux et créés pour la XIII° Gen Con pour le monde de Greyhawk. Ils peuvent également, précédés par les modules de la série T et suivis par ceux de la série G, s’insérer dans une campagne plus longue. Code Titre Niveaux Auteur(s) Année A1 les Fosses à esclaves de la cité souterraine 4-7 David Cook 1980 A2 le Secret du fortin des esclavagistes 4-7 Harold Johnson, Tom Moldvay 1981 A3 À l’assaut du repaire des Seigneurs des chaînes 4-7 Allen Hammack 1981 A4 Dans les cachots des Seigneurs des chaînes 4-7 Lawrence Schick 1981 A1-4 Scourge of the Slavelords 4-7 Multiple 1986 AC—ACcessory Modules— série d’accessoires pour D&D (Base, Expert, Compagnon, Master), la plupart incluaient des mini-aventures. Ils sont en général associés au monde de Mystara bien qu’ils soient souvent assez génériques. Code Titre Niveaux Auteur(s) Année AC1 Shady Dragon Inn N/A Carl Smith 1983 AC2 Écran de combat et mini-aventure 4-7 David Cook 1984 AC3 The Kidnapping of Princess Arelina 2–5 Garry Spiegle 1984 AC4 le Livre des merveilles magiques N/A Frank Mentzer, Gary Gygax 1985 AC5 Player Character Record Sheets N/A N/A 1985 AC6 Player Character Record Sheets N/A N/A 1985 AC7 Écran master N/A N/A 1985 AC8 The Revenge of Rusak 7–9 David Cook 1985 AC9 Creature Catalog N/A Various 1986 AC10 Bestiaire des dragons et Géants Multiple N/A 1987 AC11 The Book of Wondrous Inventions N/A N/A 1987 B B—Basic — série pour être utilisés avec la boîte de base de Donjons et Dragons.
    [Show full text]
  • Threshold Magazine Issue 22
    #22 The Mystara Magazine ADVENTURES & campaigns The twenty-second issue of the Mystara Magazine brings you straight into adventure, from Karameikos to Corunglain, from the Great Waste to Returned Blackmoor! pandius.com thepiazza.org.uk Previous Issues Previous Issues Previous issues of THRESHOLD - the Mystara Also available at the same location are higher Magazine, are available for download from the resolution versions of the maps that were Vaults of Pandius website. included in the issue’s PDF, allowing greater detail to be viewed. #1 - “Karameikos” #2 - “Vaults of Pandius” #3 - “The Sea of Dread” #4 - “Return to Dread” #5 - “Exploring Davania” #6 - “The Northlands” #7 - “Exploring Norwold” #8 - “Warlordsof Norwold” #9 - “Hollow World” #10 - “Elven Realms” #11 - “Thyatis & Alphatia” #12 - “Ages Past” #13 - “A Crucible of Creatures” #14 - “the Shadowdeep” #15 - “Mystaraspace” #16 - “Dwarves, Gnomes & Hin” #17 - “Western Brun” #18 - “Savage Coast” #19 - “Planes and Immortals” #20 - “Skothar” #21 - “Specularum” THRESHOLD: The Mystara Magazine Issue #22 Issue Contents Issue #22 Editorial..............................................................................................3 This Issue s Contributors...................................................................4 Call for Contributors..........................................................................6 A Mystara Glossary.............................................................................7 Icons for Mystara................................................................................8
    [Show full text]
  • Dragon Magazine #132
    CONTENTS Issue # 132 Vol. XII, No. 11 April 1988 SPECIAL ATTRACTION 49 ORCWARS! Bruce A. Heard A game of looting and world conquest, for the orc in all of us. OTHER FEATURES 6 Bazaar of the Bizarre Stewart Wieck At last, the ultimate hack-n-slash weapon: the one-and-only chainsword. Publisher 8 Role-playing Reviews Jim Bambra Mike Cook Bust ghosts. Party with aliens. Serve The Computer. But most of all, have fun. 16 Beyond the Gate of Dreams John Nephew Editor There are some adventurers for whom dreams come true always. Roger E. Moore 24 Resourceful Sorcery Michael DeWolfe Some RUNEQUEST® game advice: First, you catch a spirit. Assistant editor Fiction editor Robin Jenkins Patrick L. Price 28 With All the Trappings Gregg Sharp If you care enough to give the very best, give em green slime in a spiked pit. Editorial assistants 38 Let the Good Dice Roll Scott David Gray Eileen Lucas Barbara G. Young Probability tables can bring out the hero in your hero. Art director 40 Out of Hand fiction by Nina Kiriki Hoffman Roger Raupp Her drawings were real enough to leap from the page and they did. 46 The Ecology of the Aurumvorax Mark Feil Production Staff Lovely to look at, delightful to hold but if you annoy it. Marilyn Favaro Lori Svikel 58 Arcane Lore Mike Rodgers and Tom Hazel A few spells designed to bring out the animal in any druid. Subscriptions Advertising Pat Schulz Sheila Meehan 60 The King of Conventions Keith Polster and Robert M. Bigelow The 1988 GEN CON®/ORIGINS Game Fair, from both sides now.
    [Show full text]
  • Dragon Magazine #161
    SPECIAL ATTRACTIONS Issue #161 Vol. XV, No. 4 Why Is the DM Smiling? 9 Four ways to enliven your fantasy-game campaigns. September 1990 Inside Information David Flin Publisher 10 Stop listening to tavern rumors and get the real story! James M. Ward Romance and Adventure! Tom Schlosser Romance? In a fantasy game? Youre kidding, right? Editor 15 Roger E. Moore Its sort of like a wand... Gary Coppa 21 You dont have to tell the players everything. Just tell them enough to Fiction editor get them into trouble. Barbara G. Young The Classics Campaign Marc Newman Assistant editor 32 Old dungeons never die, but novice player characters do. Dale A. Donovan Editorial assistant O THER FEATURES Joseph M. Nowak Role-playing Reviews Jim Bambra Art director 34 Glorantha and Krynn: Two worlds of high adventure! Larry W. Smith The Voyage of the Princess Ark Bruce A. Heard Production staff 41 How can you land on the South Pole when your world has none? Gaye OKeefe Angelika Lokotz The Role of Computers Hartley, Patricia, and Kirk Lesser Tracey Zamagne 47 Warfare, from the BattleMechs cockpit to the gold dragons saddle. Subscriptions The MARVEL®-Phile David E. Martin, Chris Mortika, Scott Davis, Janet L. Winters 55 and William Tracy Two leftover Marvel heroes make their gaming appearance: Dakota U.S. advertising North and Stick. Jim Atkiss Roseann Schnering Shadow Play fiction by John P. Buentello U.K. correspondent 58 Assassins arent paid to ask why, but sometimes they do. and U.K. advertising Sue Lilley The Role of Books John C.
    [Show full text]
  • Dragon Magazine #148
    Issue #148 Vol. XIV, No. 3 August 1989 13 Fighting the Good Fight: Publisher A look into the ways of the warrior, Mike Cook Always Wear Your Best Suit — Gordon R. Menzies Editor 14Your armor could become the most valuable treasure you own. Roger E. Moore Tracking Down the Barbarian - David Howery Assistant editor Fiction editor 18 If Conan is the only barbarian you know, you’ve got a lot to learn. Anne Brown Barbara G. Young Good Does Not Mean Boring Scott Bennie Editorial assistant 24No one said that all paladins have to art exactly alike—and they don’t! Kimberly J. Walter The Corrected Cavalier David Howery Art director 30Knighthood flowers again (with a little judicious pruning). Lori Svikel Production staff Paul Hanchette Angelika Lokotz Arcane Lore — Bruce Kvam Kathleen C. MacDonald Gaye O’Keefe 34Wizards aren’t clerics, but they, too, can cure wounds. Subscriptions U.S. Advertising Luck of the Draw Robin Jenkins Janet L. Winters Sheila Gailloreto 44 Knowledge has a high price if you study the deck of many things. U.K. correspondent The Deck of Many Things Christopher Christou INSERT George Barr Pick a card—any card—from the most popular magical item of all! U. K. advertising The Game Wizards — Steve Estvanik Sue Lilley 54The tactics of victory: the SNIPER!™ game comes to CompuServe. Role-playing Reviews Jim Bambra 60 Even monsters deserve respect—and here’s how they get it. The Role of Computers — Hartley, Patricia, and Kirk Lesser 68Saving the world from evil: Prophecy and The Magic Candle. Around the World in 36 Levels Jim Bambra 78 Adventures are for everyone in the D&D® game’s Known World Through the Looking Glass Robert Bigelow 84A bad day at Retirement Village—or, A giant troll never forgets.
    [Show full text]