Gnomes & Halflings

Total Page:16

File Type:pdf, Size:1020Kb

Gnomes & Halflings * nd Player's Handbook 2 Edition Rules Supplement The Complete Book of Gnomes Sample file Halflings by Douglas Niles TSR Inc. Table of Contents Introduction: The Small Folk 5 Chapter 4: Cooperation 5 Gnome Character Kits 44 The Invisibility Factor 8 Structure of the Kits 44 Fighting Small 8 Fighter Kits 45 Breachgnome 45 GNOMES Goblinsticker 46 Introduction: Gnomes . 9 Thief Kits 48 Gnomes in AD&D® 2nd Edition 10 Mouseburglar 48 New Stuff About Gnomes 10 Tumbler 49 Illusionist Kits 50 Imagemaker 50 Chapter 1: Vanisher 51 Myths of the Gnomes 11 Multiclass Kits 52 Gods of the Gnomedom .... 14 Buffoon (T/I) 52 Garl Glittergold 14 Stalker (F/T) 53 Baervan Wildwander .... 14 Priest Kits 54 Callarduran Smoothhands 14 Rocktender 54 Flandal Steelskin 1lll4 Treetender 5hlgh5 Segojan Earthcaller 14 Urdlen, The Crawler Below 14 Chapter 5: Granitehome 1 '1 Chapter 2: —A Typical Gnomish Village ... 56 Gnome Subraces 15 Description of Granitehome 56 Rock Gnomes 15 Map of Granitehome 57 Svirfneblin (Deep Gnomes) 21 Ik Tinker Gnomes (Minoi)Sample ... 26 file 1 Forest Gnomes 30 HALFLINGS Introduction: Halflings 59 Chapter 3: Halflings in AD&D® 2nd Edition 60 34 Gnomish Culture .. New Stuff About Halflings 60 Festivals 34 Fires 35 Marriage and Family 35 The Nose Knows ... 35 Food and Drink 35 Chapter 1: Gems 36 Myths of the Halflings 61 Craftsmanship 36 The Story of Littleman 61 Trade 37 A General History Taboos 37 of the Halfling Race 63 Emotions 38 Gods of the Halflings 63 Humor 39 Yondalla the Provider 65 Animal Friends 39 Sheela Peryroyl 65 Warfare 40 Cyrrollalee 65 Magic 41 Arvoreen the Defender 65 Wandering .... 42 Brandobaris 65 2 • Table of Contents Chapter 2: Bilker 106 Halfling Subraces 66 Burglar 108 The Wanderings of Littleman 67 Smuggler 110 Hairfoot 68 Urchin 112 Stout 69 Fighter/Thief Kits 113 Tallfellow 70 Cartographer 113 Kender 71 Trader 115 Athasian Halfling 73 Traveler 117 Furchin 75 Cleric Kits 118 Healer 118 Leaftender 119 Oracle 120 Chapter 3: Halfling Culture 77 The Name "Halflings" 77 The Hearth and the Burrow 77 Chapter 5: The Family 79 Lindendale Growing Up 80 -A Typical Halfling Village ... 121 Sustenance, and More 81 Description of Lindendale 122 The Village 82 Map of Lindendale 123 Crafts, Labor, and Products 82 Trade 83 Appendix: Adventure Suggestions Society Norms and Taboos 84 for Gnome and Halfling Campaigns 126 Joy and Humor 85 Sorrow and Anger 86 AD&D, ADVANCED DUNGEONS & DRAGONS, DRAGONLANCE, FORGOTTEN REALMS, and SPELLJAMMER are registered trademarks Riddles 86 owned by TSR, Inc. AL-QADIM, DARK SUN, DM, DUNGEON MASTER and Sample87 the TSR log ofile are trademarks owned by TSR, Inc. Villages and Shires e1993 TSR, Inc. All Rights Reserved. Printed in U.S.A. Warfare 87 Random House and its affiliate companies have worldwide distribution rights 88 in the book trade for English language products of TSR, Inc. Tactics Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Magic 89 Distributed to the toy and hobby market by regional distributors. 90 This material is protected under the copyright laws of the United States of Why Most Halflings Are Homebodies . America. Any reproduction or other unauthorized use of the material or art- Why Some Halflings Pursue Adventure 90 work printed herein is prohibited without the express written permission of TSR, Inc. ISBN 1-56076-573-9 TSR, Inc. TSR Ltd. Chapter 4: POB 756 120 Church End, . 91 Lake Geneva, Cherry Hinton Halfling Character Kits . WI 53147 Cambridge CB1 3LB The Structure of the Kits . 92 U.S.A. s United Kingdom Fighter Kits . 93 The Archer . 93 CREDITS Designer: Douglas Niles Forestwalker . 94 Editor: John D. Rateliff Homesteader . 96 Color Artists: Larry Elmore, Keith Parkinson, Mercenary .. 98 and Clyde Caldwell Sherriff . 99 Black and White Artists: James Crabtree and Ned Dameron 101 Additional Black and White Art: Larry Elmore, Brom, Jim Squire Holloway, Stephen Fabian Tunnelrat ... 102 Cartographer: Dave Sutherland Thief Kits 103 Typographer: Tracey Zamagne Bandit 103 Graphic Designer: Paul Hanchette Table of Contents • 3 Sample file 4 • Introduction Why a book for the small folk? And what siderations that apply to both gnomes and do gnomes and halflings have in common halflings, especially those that relate to their that warrants their inclusion in a tome to- size (which is small not just in comparison gether? The answer to the second question with humans but most of the other intelligent lies in the first, for it is the diminutive size of creatures with which they share their world). both these popular races that is the most sig- These are the traits of the races that are most nificant factor in the way they cope with useful to players, as well as important hall- their environment. marks of any all-gnome or all-halfling The worlds of the AD&D® game can be campaign. frightening and overpowering even to charac- ters broad of girth, potent of magic, and pos- Cooperation sessing strength great enough to face many of Gnomes and halflings both have learned the those worlds' challenges. Imagine how much value of cooperating with members of other, greater the danger to beings of small stature, larger races. Halflings typically carry this in- limited strength, and little or no magic. teraction farther than do their bearded cous- This is the environment faced by the gnome ins, but gnomes, too, understand that and the halfling. It is a world teeming with alliances and friendship make for more pros- larger races, each of whom claims its niche perous neighbors than do feuding and war. and jealously guards its prerogatives: prolific Members of both races are not inherently ad- humanity, with its potent wizards and power- verse to making business deals with dwarves, ful clerics; dour dwarves, with their mighty humans, and elves—or even humanoid mon- fortresses and their doughty fighters; enchant- sters, provided there is no inherent racial an- ed elves, masters of the woods; not to mention tipathy. Even where such enmity exists, as the monsters—giants, trolls, goblins, ghosts, between gnomes and kobolds or goblins, it is and dragons—that lurk everywhere. Sampleusuall filey the result of competition for living To counter these inherent disadvantages, space; in settings where this traditional bone and to make and keep a place for themselves of contention is absent (as in the AL-QADIM™ in a hard world, gnomes and halflings long setting of Zakhara), gnomes find it easy to be- ago developed several traits that allow them friend even these traditional enemies. Natu- not only to survive, but to flourish. Common rally, halflings and gnomes alike will be to both races is an instinct for avoiding direct cautious regarding offers of mutual coopera- conflict when possible. Just as valuable is a tion from those who have been active enemies gift for being unobtrusive. But most impor- in the recent past, but at least they will give tant of all, perhaps, is the open-mindedness such offers a fair hearing. both halflings and gnomes show in their deal- Alliances: The value of a military pact with ings with members of other racial groups. a strong neighbor is an obvious one to any Despite the many traits they share, gnomes race. The trick, however, is to avoid the are not halflings and halflings are not gnomes: smaller partner being dominated or swallow- each race remains distinct unto itself. Conse- ed up by the larger. The small folk have devel- quently, this book is divided into two major oped diplomacy into an art and are adept at sections—one about gnomes and the other being able to negotiate mutually-beneficial about halflings. These sections contain all a pacts with a variety of their neighbors. For ex- player or DM needs to know about the socie- ample, elves and dwarves might ally them- ty, character, subraces, and kits of these di- selves with different groups of humans but not minutive demihumans. with each other, while the humans probably Still, it's worth thinking about a few con- will have trouble getting along even among The Small Folk • 5 themselves. Halfling or gnome communities in the same area are quite likely to have mutu- from the humans' greed, and—if the friend- al assistance agreements worked out with the ship between the communities is main- above mentioned dwarves, elves, and several tained—the halflings will hope that in a few of the human nations. Of course, these pacts years the human policy can be reversed. will apply to outside threats only, as the small In an extreme case, where the human ruler folk have no desire to get involved in the in- decides that the woods should be cut down ternal power struggles of their neighbors. and the lumber used to build him or her a new Even in cases where no military alliance is summer palace, the halflings might be driven formed, a community of the small folk will to more dire resistance. If the forest is really important to the community's survival and strive mightily to maintain peace with its identity they may feel compelled to fight for neighbors. Halflings and gnomes will readily it. Rather than declaring war on their neigh- suggest or agree to negotiation over points of bor, they will sabotage logging operations, contention, and they are capable of carrying waylay small parties of loggers, and generally on these talks for a very long period of time. If make the project too time consuming and ex- a group of humans decides to resolve an issue pensive for the humans to continue. by force, the small folk will probably agree to In all cases of possible conflict, halflings the terms without violent resistance unless a will first try affability, progressing from there matter of strong principle is at stake.
Recommended publications
  • The HALFLING Point of View by Roger Moore
    The HALFLING point of view by Roger Moore The smallest and physically weakest of function is to help maintain the security insistence upon security are readily all the demi-human races are the half- of the halfling community to the best of apparent. The average halfling is reluc- lings, so named because they are almost their abilities, and their most common tant to take action in unexpected situa- exactly one-half the size of humans, Male prayers are for the continued support of tions without looking for a consensus halflings average 3' in height and females their deities in keeping their homes safe among other halflings of what would be slightly less; they all weigh about 50-60 and their lives untroubled. the best thing to do. Thus, halflings tend Ibs., and they look much tike small The normal (0-level) members of the to appear shy, fearful, and overcautious humans. In fact, evidence suggests that halfling community generally believe in when on their own for the first time. halflings are more closely related to an orderly, cooperative system of working Their society appears stagnated in the humans than to any other demi-human together to ensure the continued stability eyes of other races, and they tend to close race. of their society. Individuals who break themselves off from the rest of the world. Most humans tend to see halflings as the rules are scolded and punished for Halfling life, while it seems to suit child-like, basically happy, naive, and "rocking the boat," and it is impressed them well, ran be described at worst as hungry most of the time.
    [Show full text]
  • |Warhammer Fantasy: Empire of Man| |The Halflings of the Moot|
    |Warhammer Fantasy: Empire of Man| |The Halflings of The Moot| Straddling the River Aver between the borders of Averland and Stirland, there exists a stretch of rolling hills and near-endless fields of green grass and farmland. Mootland, or otherwise called ‘The Moot,’ is the home of the Halflings: Short, pot-bellied, chubby-faced humanoids that almost resemble the children of Man, and indeed seem to have existed alongside Mankind since the tribes first crossed the World’s Edge Mountains. None know where the Halflings originated from, and indeed even the Halflings themselves don’t seem to care one wit for their past. Likely, Ranald created them as some bizarre joke. But that’s neither here nor there. For all that the halflings appreciate the comforts of home - chief among them being food, alcohol, pipeweed, and the chance to skip out on a hard day’s work - life isn’t always so easy for the little folk. The Moot sits in an admittedly precarious position, for its easterly border is along the edge of Sylvania. That cursed land, ruled by the walking dead and the ever-duplicitous Mannfred von Carstein, is enough to make even a jolly old halfling grow serious and attentive. To Mootland’s south runs a spur of the World’s Edge Mountains, with its myriad tunnels and caverns hosting terrible beasties and monsters: Night goblin warbands, orc tribes, skaven scouting parties, and even trolls wishing to fill their bellies. And unfortunately, even amongst the states of the Empire, halflings experience their own share of prejudice and hatred from the Tall Folk.
    [Show full text]
  • Dragon Magazine #180
    SPECIAL ATTRACTIONS AD&D Trading Cards TSR staff Issue # 180 Insert Your preview of the 1992 series is here in this issue! Vol. XVI, No. 11 April 1992 OTHER FEATURES Publisher Not Quite the Frontispiece Ken Widing James M. Ward 9 Our April Fools section wandered off. Just enjoy. Suspend Your Disbelief! Tanith Tyrr Editor 10 Maybe its fantasy, but your campaign must still make sense! Roger E. Moore Not Another Magical Sword!?! Charles Rodgers Fiction editor 14 Why own just any old magical sword when you can own a legend? Barbara G. Young Role-playing Reviews Rick Swan 18 A good day for the thought police: three supplements on psionics. Associate editor Dale A. Donovan Your Basic Barbarian Lee A. Spain 24 So your fighter has a 6 intelligence. Make the most of it. Editorial assistant Wolfgang H. Baur Hot Night in the Old Town Joseph R. Ravitts 28 If your cleric thinks his home life is dull, wait till the DM sees this! Art director Colorful Connection Raymond C. Young Larry W. Smith 34 Whats the puzzle within this puzzle? A fantasy crossword for gamers. Production staff The Voyage of the Princess Ark Bruce A. Heard Gaye OKeefe Angelika Lokotz 41 What happens when a D&D® game character dies? Tracey Zamagne Mary Chudada Your Own Treasure Hunt Robin Rist 52 When funds run low in your gaming club, its time for a fund-raising Subscriptions adventure. Janet L. Winters The Role of Computers Hartley, Patricia, and Kirk Lesser U.S. advertising 57 A visit with Dr. Brain, Elvira, and the Simpsons.
    [Show full text]
  • A Card Game of Lighthearted Necromancy a New
    WELCOME TO TM A CARD GAME OF LIGHTHEARTED NECROMANCY A new game from the publishers of Rocket Race & Halfling Feast is launching on Kickstarter on November 23rd 2015. WELCOME PACK & RULES INTRODUCTION Triple Ace Games have teamed up with talented designer Kedric Winks to produce his latest card game Cadaver. Super fast to play and learn, Cadaver is a perfect mini game with a mix of resource collection and player versus player action balanced to perfection with over sixty blind playtests. WHAT IS CADAVER? Cadaver is a card game in which players must use a variety of arcane resources to reanimate a series of cadavers. One deck can be used by up to 3 players. Adding a second deck allows up to 6 players to compete for best necromancer! Each player takes a number of cards from a single deck looking for corpses to reanimate, collecting arcane resources and accomplices, coffin locks and keys or terrifying ghouls. The player with the most corpses raised by dawn wins the game! THE CARDS THE CORPSES James Darkwell. The unfortunate criminal whose death came when his murderous poisoning spree came to a sharp end at the bottom of a hangman’s noose! His fresh body with the addition of a few bolts in his neck will make James a useful pawn for an aspiring necromancer. Prisicilla Deravin. Miss Deravin was a socialite whose death was widely reported in the press. Some believe she was just plain unlucky and was in the wrong place at the wrong time and was slaughtered by none other than Jack the Ripper.
    [Show full text]
  • Fantasy in Literature. INSTITUTION National Education Association, Washington, D.C
    DOCUMENT RESUME ED 144 097 CS 203 625 AUTHOR Aquino, John TITLE Fantasy in Literature. INSTITUTION National Education Association, Washington, D.C. PUB DATE 77 NOTE 54p. AVAILABLE FROM NEA Order Dept., The Academic Building, Saw Mill Road, West Haven, Ccnnecticut 06516 ($3.50 paper) EDRS PRICE MF-$0.83 Plus Postage. HC Not Available from EDRS. DESCRIPTORS Bibliographies; Elementary Secondary Education; English Instruction; *Fantasy; Language Development; Literary Analysis; *Literature; *Literature Appreciation; Mythology; Reading Materials; Tales; *Teaching Methods; *Thought Processes ABSTRACT This report discusses the opposition to fantasy, as well as the support for it, both as an activity of the mind and as literature, and concludes that fantasy literature is useful in promoting language development and literature appreciation. The report then discusses characteristics of fantasy literature, lists works suitable for class use, and offers suggestions for teaching fantasy literature at various grade levels. Suggestions are provided for guiding classes in studying myths, specific fairy tales, and works by Levis Carroll, J.R.R. Tolkien, James Stephens, and C.S. Lewis. The report includes a bibliography of additional resource materials that deal with fantasy and fantasy literature. (GW) Fantasy in Literature by John Aquino nea National Education Association Washington D.C. Copyright c 1977 National Education Association of the United States Stock No 1817.6-00 (paper) 1818-4-00 (cloth ) Note The opinions expressed in this publication should not he con- strued as representing the polies or position of the National Education Association Materials published as part of the; Developments in Classroom Instruction series are intended to he discussion documents for teachers who are concerned with specialized interests of the profession Library of Congress Cataloging in Publication Data Aquino, John Fantasy in literature (Developments in classroom instruction Bibliography: p 1.
    [Show full text]
  • DRAGONLANCE! Actually, the Name of the World Is Krynn
    Another world, another adventure. Another reality to explore, a thrilling new … library? A library, complete with the faintly musty smell of old tomes. Long tall stacks of books, scrolls, and tablets run the length of the chamber you find yourself in. Seated at a desk near the back of the chamber is a lone figure. He scratches away with quill and ink on a scroll, pausing only to wet his quill in a small inkpot and look into a crystal globe located to his left. “Astinus of Palanthas, Master of the Library of Palanthas and Historian of Krynn. He keeps a record of everything that happens here. Everything of note, at least. Most people think he’s immortal or some kind of god. No one seems to know for certain, though.” No one? Your Benefactor smiles one of those little smiles you’ve become so familiar with. “Well, maybe not no one. Maybe you’ll figure it out and tell me all about it?” Seemingly bored with that train of thought, your Benefactor turns away from you and runs their hands along the stacks. “So here we are: DRAGONLANCE! Actually, the name of the world is Krynn. Dragonlance is the title given to the intellectual property created, ‘created,’ by Margret Weiss and Tracy Hickman. So, if you’d like to take a minute to read up on what this place is about, now’s the time and here’s the place to do it. Or I can just give you the Chain’s Notes. Get it? Chain’s Notes? It’s like Cliff’s Notes, but … never mind.” “In the beginning was The High God and from the Beyond he called forth Paladine, Gilean and Takhisis, good, neutral and evil gods respectively.
    [Show full text]
  • 1598484472942.Pdf
    Maztica Campaign Set Gods & Battles by Douglas Niles Table of Contents Introduction .......................................................... 2 BATTLESYSTEM Rules for Maztica ..................................... .3 Typical Maztican Troop Rosters ............... ......................... .6 Scenario 1: The Early Days of Empire ..................................... .7 Scenario 2: The Golden Legion at Ulatos; First Triumph ...................... 10 Scenario 3: Humans United at Tukan ..................................... .14 Powers of Maztica .................................................. 19 Kukul: Ancient Father of the Gods ..................................... .22 Maztica: Mother of Life, the World ..................................... .23 Qotal: The Feathered Dragon ......................................... .24 Zaltec: Bringer of War and Eater of Hearts .............................. .25 Azul: Giver of Rain and Taker of Breath ................................. .26 Plutoq: Master of Earth and Stone ..................................... .27 Tezca: Ruler of Sun and Fire .......................................... .28 Kiltzi: Giver of Health, Growth, Nourishment, and Love ....................29 Eha: Wind Sprite .................................................... .30 Watil: Guardian of Plants ............................................. .31 Nula: Guardian of Animals ............................................ .32 Credits: Design: Douglas Niles Cartography: David Sutherland III Editing: Karen S. Boomgarden Typesetting: Tracey Zamagne
    [Show full text]
  • The Forgotten Realms Are a World of the Realms, Matched by a Sheet of Very Similar to the Earth of the 13Th and Ice, Equally Relentless, to Its East
    These things also I have observed: that knowledge of our world is to be nurtured like a precious flower, for it is the most precious thing we have. Wherefore guard the word written and heed words unwrittenand set them down ere they fade . Learn then, well, the arts of reading, writing, and listening true, and they will lead you to the greatest art of all: understanding. Alaundo of Candlekeep Cyclopedia of the Realms Table of Contents Introductions ..................................................................4 About this Product ..............................................................5 Time in the Realms ..............................................................6 Names in the Realms .............................................................7 Languages of the Realms .........................................................8 Currency in the Realms ..........................................................9 Religion in the Realms ...........................................................10 Cyclopedia Entries ..............................................................19 Anauroch Map ..................................................................23 Arabel Map ....................................................................24 Cormyr Map ...................................................................33 Cormyr Royal Lineage ...........................................................34 DalelandsMap ..................................................................36 Immersea Map ..................................................................53
    [Show full text]
  • Living Forgotten Realms Campaign Guide Explains How to Beyond
    LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters.
    [Show full text]
  • D&D Player's Basic Rules V0.2
    Player’s Basic Rules Version 0.2 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Based on the original D&D game created by E. Gary Gygax and Dave Arneson, with Brian Blume, Rob Design Team: Christopher Perkins, James Wyatt, Rodney Kuntz, James Ward, and Don Kaye Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Drawing from further development by Bruce R. Cordell J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith Producer: Greg Bilsland Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Kolkowsky, Melissa Rapier, Shauna Narciso Heinsoo Graphic Designers: Bree Heiss, Emi Tanji Interior Illustrator: Jaime Jones Playtesting provided by over 175,000 fans of D&D. Thank you! Additional Contributors: Kim Mohan, Matt Sernett, Chris Dupuis, Tom LaPille, Richard Baker, Chris Tulach, Miranda Additional consultation provided by Horner, Jennifer Clarke Wilkes, Steve Winter, Nina Hess Jeff Grubb, Kenneth Hite, Kevin Kulp, Robin Laws, S. John Ross, the RPGPundit, Vincent Venturella, and Zak S. Project Management: Neil Shinkle, Kim Graham, John Hay Production Services: Cynda Callaway, Brian Dumas, Jefferson Dunlap, Anita Williams Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom Release: August 12, 2014 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, 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.
    [Show full text]
  • Liste De Jeux - 1/26 - Ambition Schmidt France G
    N Nom editeur createurs An Num Lg Tr Min Max 1870 Descartes Jean-Pierre Defieux 1978 W 82 fr - 2 1806: Iéna, Campagne de Prusse (Jena!) Tilsit Ed Wimble 1997 W 71 fr - 2 1814: Six jours de gloire Tilsit Kevin Zucker 1998 W 61 fr - 2 1830 Avalon Hill Francis Tresham 1986 S 52 en fr 3 6 1862, The Battles and Leaders Series Simulation Design Incorporated Richard Berg, Thaddeus B. Kubis, 1990 W 99 en - 2 Robert G. Markham 1863: Chickamauga, la rivière de la mort Tilsit Gary Selrik , Stephen Rawling 1997 W 84 fr - 2 221b Baker Street: Master Detective Game Gibsons Games Sg 12 en - 2 6 2e D.B. 1 Normandie Descartes Jean-Jacques Petit 1983 W 32 fr - 2 4 7 Royaumes combattants (les) éditions du stratège Jean-Pierre Pecau, Jël Gourdon W 127 fr - 2 7 8th army: WWII desert campaign Attactix 1982 W 81 en - 2 4 A Game of Throne Fantasy Flight Games Christian T. Petersen 2003 S 305a en fr 3 5 A Game of Throne : A clash of Kings Fantasy Flight Games Christian T. Petersen 2005 S 305b en fr 3 6 A Game of Throne : A storm of Swords Fantasy Flight Games Christian T. Petersen 2006 S 305c en fr 3 6 Abalone Hasbro Michel Lalet, Laurent Lévi 1990 R 8 fr - 2 Accross 5 April Victory Games Eric Lee Smith 1992 W 48 en fr 2 4 Adel Verpflichtet FX Schmid Klaus Tauber 1990 S 92 de fr 2 5 Africa 1880 Tilsit Francis Pacherie 1997 S 28 fr - 3 6 Afrika: La guerre du Désert Oriflam Dean Essig 1994 W 134 fr - 2 Âge des dieux (L') Asmodée Edition Croc 2004 S 236 fr - 3 6 Age of Battles : the Battle of Marathon Zvezda W 122 en - 2 Age of Chivalry 3W Rob Markham 1992 W 65 en - 1 4 Age of Renaissance Avalon Hill 1996 S 142 en fr 3 6 Age of Steam Warfrog Martin Wallace 2001 S 259 en fr 2 6 Ages of Mythology Eagle Games Glenn Drover 2003 S 223 en fr 4 6 Aigles (les) Descartes J.m.
    [Show full text]
  • Tome of Magic That for the Players
    Official Game Accessory Sample file New spells and magical items for priest and wizard classesl TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva Cambridge CB1 3LB Wl 53147 U.S.A. United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, inc. PRODUCTS OF YOUR IMAGINATION, BATTLESYSTEM, and the TSR logo are trademarks owned by TSR, Inc. e1991 TSR, Inc. All rights reserved. Printed in the U.S.A. Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional d istributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. 1-56076-107-5 This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written consent of TSR, Inc. Forward Whew, another big project behind me! Never did I ends didn't sound exciting for either a game designer or realize when I started work on the Tome of Magic that for the players. The Tome of Magic needed it would become such an undertaking. After all, it something—a hook—to make it interesting. seemed so simple. At that point, I should have known As a result, the Tome of Magic is much more than better. just a collection of spells. There are many new ideas It all started with a seemingly innocent comment, about the types and uses of magic in these pages—wild something like, "There are a lot of gaps in the spell lists magic, cooperative magic, focuses, elementalists, and for wizards and priests.
    [Show full text]