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Welcome to the Great Ring
Planescape Campaign Setting Chapter 1: Introduction Introduction Project Managers Ken Marable Gabriel Sorrel Editors Gabriel Sorrel Sarah Hood Writers Gabriel Sorrel Sarah Hood Layout Sarah Hood 1 There hardly seem any words capable of expressing the years of hard work and devotion that brings this book to you today, so I will simply begin with “Welcome to the planes”. Let this book be your doorway and guide to the multiverse, a place of untold mysteries, wonders the likes of which are only spoken of in legend, and adventurers that take you from the lowest depths of Hell to the highest reaches of Heaven. Here in you will leave behind the confines and trappings of a single world in order to embrace the potential of infinity and the ability to travel Introduction wherever you please. All roads lie open to planewalkers brave enough to explore the multiverse, and soon you will be facing wonders no ordinary adventure could encompass. Consider this a step forward in your gaming development as well, for here we look beyond tales of simple dungeon crawling to the concepts and forces that move worlds, make gods, and give each of us something to live for. The struggles that define existence and bring opposing worlds together will be laid out before you so that you may choose how to shape conflicts that touch millions of lives. Even when the line between good and evil, lawful and chaotic, is as clear as the boundaries between neighboring planes, nothing is black and white, with dark tyrants and benevolent kings joining forces to stop the spread of anarchy, or noble and peasant sitting together in the same hall to discuss shared philosophy. -
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. -
An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978. -
World Guide LOST OMENS World Guide AUTHORS Table of Contents Tanya Depass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane Merciel, Erik Mona, Mark Seifter, and James L
Second Edition LOST OMENS World Guide LOST OMENS World Guide AUTHORS Table of Contents Tanya DePass, James Jacobs, Lyz Liddell, Ron Lundeen, Liane Merciel, Erik Mona, Mark Seifter, and James L. Sutter DEVELOPMENT LEADS Eleanor Ferron and Luis Loza ADDITIONAL DEVELOPMENT Mark Seifter DESIGN LEAD Mark Seifter ADDITIONAL GAME DESIGN Logan Bonner EDITING LEAD Judy Bauer EDITORS Amirali Attar Olyaee, Christopher Paul Carey, James Case, Leo Glass, Avi Kool, Lyz Liddell, Luis Loza, Mark Moreland, Adrian Ng, Lacy Pellazar, Patrick Renie, James L. Sutter, and Jason Tondro COVER ARTIST David Alvarez CARTOGRAPHERS Damien Mammoliti and Rob McCaleb INTERIOR ARTISTS Biagio D’Alessandro, Klaher Baklaher, Luca Bancone, Rogier van de Beek, Tomasz Chistowski, Cynthia F. G., Mariusz Gandzel, 1 Overview 6 Michele Giorgi, Fabio Gorla, Miguel Harkness, This overview presents all of the continents and regions of the world known as Golarion, Oksana Kerro, Katerina Kirillova, as well as the planets and planes that lie beyond it—but still reach past their boundaries to Ksenia Kozhevnikova, Roman Roland Kuteynikov, Valeria Lutfullina, Andrea Tentori Montalto, influence the land of Lost Omens! Federico Musetti, Mirco Paganessi, Mary Jane Pajaron, Roberto Pitturru, 2 Absalom and Starstone Isle 12 Riccardo Rullo, Ainur Salimova, KyuShik Shin, and Yasen Stoilov One of the oldest and most influential cities in Golarion, Absalom was founded by the living god Aroden and is home to the legendary Starstone Cathedral. Several mortals have traveled ART DIRECTION AND GRAPHIC DESIGN across the Inner Sea to Absalom and gained godhood from the Test of the Starstone, and Emily Crowell, Sonja Morris, and Sarah E. -
Advanced White Box Player's Handbook
Advanced White Box Player’s Handbook 1 4th Edition, 2017 Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch Cover Art: Copyright © Dungeon Crawl Classics – Vault Of The Dragon King, 2005. Erol Otus Art: Archer by Eric Elmore, Gold from AD&D Unearthed Arcana, Goblin by Adrian Smith, Half-Orc from Baldur's Gate II - Shadows of Amn, Barbarian by myconius (inspired by Frank Frazetta), Assassin by Matthew Stewart, Thief from AD&D Unearthed Arcana, Ranger by Dustplat, Dwarf by Max Dunbar, Paladin by David Sutherland, Fighter by Wayne Renolds. Bard by Christiano Flexa, Wizard by Karl Kopinski, Elf by Evan Kart, Halfling by Rudy Siswanto, Magic by Anthony Palumbo, Druid by William Stukeley, Cleric by A.J. Manzanedo, Heroquest by Les Edwards, Faerie by Iain McCaig, Artificer by Terese Nielsen, Treasure Discovery from Unearthed Arcana, Warlock by Michael Mckenna, Tiefling by Tony DiTerlizzi, Half-Elf by Jared Blando, Automaton by march1studious, Lizardfolk by Makkon, Merchant by Jean Discart, Armory by Erol Otus, Hirelings from AD&D DM Guide Inspiration and material from Whitebox Omnibus, Whitebox Heroes, Castles and Crusades, S&W Additional Weaponry, Crusader‘s Companion, D&D 5th Edition, Whitebox Companion II, Whitebox Demihumans, Darkest Dungeon, Dungeon Crawl Classics, D&D 3.5 Edition, Pathfinder, dandwiki, and Whitebox, blogsites, YouTube, Charles Mason, /tg/, and many, many more. I am not affiliated with Matthew J. Finch or Mythmere Games 2 Table of Contents Foreward..... 4 Goblin…..57 Half-Orc…..59 Rules of Play…..5 -
Dragon Magazine #171
SPECIAL ATTRACTIONS Issue #171 AD&D Trading Cards Richard Brown Vol. XVI, No. 2 Insert July 1991 A preview of brand-new product, coming to a store near you! Publisher REGULAR FEATURES James M. Ward Guest Editorial Michael A. Stackpole Editor 6 Role-playing and reality: The dividing line is thicker than some people Roger E. Moore think. Whos Who Among Dragons Bruce A. Heard Fiction editor 9 Dragons, too, rule kingdoms in the D&D® Known World. Barbara G. Young Hunting Tanks is Fun and Easy! Thomas M. Kane 13 Dragons, Hellfires, and the LAW: Antitank weapons in the TOP Assistant editor Dale A. Donovan SECRET/S.I. game. The Making of a Monster Matthew Iden Art director 16 If ya wanna play an orc, ya gotta think like an orc. Larry W. Smith Care For a Drink? David W. Montgomery and Jim Milner 20 It can break a siege, end a drought, slay your enemies, and water Production staff your garden. What is it? Gaye OKeefe Angelika Lokotz Tracey Zamagne The MARVEL®-Phile Steven E. Schend 31 Chris Powell needed an edge against crime. He got itand how! Subscriptions The Role of Books John C. Bunnell Janet L. Winters 34 The woman who outsmarted Sherlock Holmes takes on her own murder-mystery adventure. U.S. advertising Roseann Schnering The Voyage of the Princess Ark Bruce A. Heard 39 They dont call it the Savage Coast for nothing. U.K. correspondent The Nature of the Beast Zoe Bell Hurst and U.K. advertising 48 A dozen people have a dozen ways to paint a griffon. -
Infusion RPG ALPHA BUILD 10.4 by Steveman Infusion Is a Labour of Love for Me, Something I've Been Working on for Many Years
Infusion RPG ALPHA BUILD 10.4 By Steveman Infusion is a labour of love for me, something I've been working on for many years. I call it a rules semi-lite game, with a robust and versatile ruleset for combat, but with much of the story is left to the Gamemaster and Players to handle. Yeah, I know, creating my own game rules is like kicking a broken printer in a field, and yes, I also know that my time would have been better spent world-building for a preexisting system, or practicing my art, or a myriad of other things. But this is what I wanted to work on, and even if I can not bring anything new to the table, I hope I can at least bring something good. Introduction This is a Role-playing game, were you and a few other people take on the roles of the characters of a larger-than- life story of action and adventure. A kind of shared story-telling game that uses the rules presented here to help govern how the story rolls out. All but one of the people playing the game take on the Players, creating Player Characters (PC) to interact with the game world, and play as the protagonists of the shared story experience. That one other person does not make a character, and instead takes on the role of the Gamemaster (GM). This person acts as the narrator and is in control of the side characters and antagonists of the story, the Non-Player Characters (NPC), and most importantly is the referee of the rules of play. -
An Examination of Gaming Environments in Dungeons and Dragons Groups
University of San Diego Digital USD Dissertations Theses and Dissertations 2020-05-17 An Examination of Gaming Environments in Dungeons and Dragons Groups Joe Lasley University of San Diego Follow this and additional works at: https://digital.sandiego.edu/dissertations Part of the Leadership Studies Commons Digital USD Citation Lasley, Joe, "An Examination of Gaming Environments in Dungeons and Dragons Groups" (2020). Dissertations. 170. https://digital.sandiego.edu/dissertations/170 This Dissertation: Open Access is brought to you for free and open access by the Theses and Dissertations at Digital USD. It has been accepted for inclusion in Dissertations by an authorized administrator of Digital USD. For more information, please contact [email protected]. AN EXAMINATION OF GAMING ENVIRONMENTS IN DUNGEONS & DRAGONS GROUPS by Joe Lasley A dissertation submitted in partial fulfillment of the requirement for the degree of Doctor of Philosophy May 2020 Dissertation Committee Dr. Cheryl Getz, EdD Dr. Zachary Gabriel Green, PhD Dr. Sarah Lynne Bowman, PhD University of San Diego © Copyright by Joe Lasley All Rights Reserved 2020 University of San Diego School of Leadership and Education Sciences CANDIDATE’S NAME: Joe Lasley TITLE OF DISSERTATION: AN EXAMINATION OF GAMING ENVIRONMENTS IN DUNGEONS AND DRAGONS GROUPS APPROVAL: _____________________________________, Chair Cheryl Getz, EdD – _____________________________________, Member Zachary Gabriel Green, PhD- _____________________________________, Member Sarah Lynne Bowman, PhD - DATE: April 20, 2020 ABSTRACT Tabletop Role-Playing Games (TRPG) like Dungeons & Dragons are unique phenomena within the topics of game-based learning and gamification of leadership development. Games in general are used for both game-based learning (learning from playing games) and as sources of inspiration for gamification: the application of game design elements in non-game contexts like business or education. -
Savage Spelljamming Introduction Imagine a Universe Where Square Worlds Spin the More Powerful the Pilot and Helm, the Higher Around Gemstone Suns
Savage Spelljamming Introduction Imagine a universe where square worlds spin The more powerful the pilot and helm, the higher around gemstone suns. Where planets lie cradled the SR will be. in the roots of an oak tree so vast its leaves twirl around brightly burning suns. Where ships of Every spelljammer is equipped with a helm of wood sail the void between worlds, and battle some sort. The helm is what makes a spelljammer each other with catapult and ballista, spell and a spelljammer. Without the helm, it would just be sword. Where an asteroid may be a safe harbor, a another boat. slaver's den, or a hungry creature eager to devour any that pass by. Where daring swashbucklers O.K., so what's a helm? and scoundrels race for fantastic treasures and literally touch the stars. Where terrifying beasts with the power to destroy whole worlds roam. A helm is a powerful magical artefact crafted by the Arcane, and sold to those who can pay their price in goods, money, or services, and Welcome . to the universe of Spelljammer! sometimes a combination of all three. There are several helm-types, but the most common are In the Spelljammer campaign, the fantastic is Major and Minor helms. A major helm is one that possible and one is limited only by the depths of produces a tremendous SR from the magical their imagination. Sailing ships, enwrapped in energies of the pilot, and a minor one does the bubbles of air, travel empty Wildspace, moved by same, but to a lesser degree. -
Collectors Checklist by Richard © 2001, Version 2.7
Dungeons&Dragons Collectors Checklist by Richard © 2001, version 2.7 Well met and welcome to the Collectors Checklist! I made this checklist for myself to keep track of what TSR products I own. Many times was I in the position to photocopy (“Xerox”) a module or booklet that the owner didn’t wish to sell. So gradually my collection expanded with not only genuine products but also with photocopies. Since the coming of the officially digitized classic products (PDF) it is even harder to keep track of what product you own in what format. With the Collectors Checklist you will be able to sort your whole Dungeons&Dragons collection, no matter what the format is! For those out there who haven’t got a clue, here’s how to use the Collectors Checklist: TSR-Code : The product’s publishing code Sub-Code : When a product belongs to a specific group of products it carries this code Title : The product’s title (dah!) Hardcopy : Check this if you have the original item Copy : Check this if you have a copy (Xeroxcopy for instance) of the original product PDF : Check this if you have a digital copy(.pdf/.doc/etc.) of the original product HINT: you can even write down the number when you own more than one copy of a product ; ) If you think any items are missing, please mail me at [email protected] . Feel free to copy/share/print this list. Please visit these websites for the best Dungeons&Dragons archives on the Internet : http://www.acaeum.com http://home.flash.net/~brenfrow/index.htm . -
CENTER 16 Record of Activities and Research Reports June I995-May X996
CENTER 1 6 ~~~i•i,:~-¸ ¸¸I!~ J n~ o ! National Gallery of Art CENTER FOR ADVANCED STUDY IN THE VISUAL ARTS CENTER 16 Record of Activities and Research Reports June i995-May x996 Washington x996 National Gallery of Art CENTER FOR ADVANCED STUDY IN THE VISUAL ARTS Washington, D.C. zo565 Telephone: (zoz) 84z-648o Facsimile: (zoz) 84z-6733 E-maih center @nga.gov World Wide Web: http://www.capcon.net/casva All rights reserved. No part of this book may be reproduced without the written permission of the National Gallery of Art, Washington, D.C. zo565 Copyright © i996 Trustees of the National Gallery of Art, Washington This publication was produced by the Editors Office, National Gallery of Art, Washington Designed by Susan Lehmann Printed by Schneidereith & Sons, Baltimore, Maryland Photographic credits Cover, pages I, 6, i6i: James Pipkin Pages I3, I5O , ISZ , I55 , I57, I59: Dennis Brack/Black Star Frontispiece: John Sloan, The Picture Buyer, I9X i. Delaware Art Museum, Wilmington Contents 7 Preface 9 Report on the Academic Year, June i995-May 1996 io Board of Advisors io Staff ii Report of the Dean I4 Members 18 Meetings 2.8 Lecture Abstracts 33 Incontro Abstracts 4 o Research Projects 4I Publications 43 ResearchReports of Members i49 Description of Programs 151 Fields of Inquiry 15 ~ Fellowship Program 58 Facilities i58 Board of Advisors and Selection Committee i58 Program of Meetings, Research, and Publication i6z Index of Members' Research Reports T Preface The Center for Advanced Study in the Visual Arts, a research in- stitute which fosters study of the production, use, and cultural meaning of art, artifacts, architecture, and urbanism, from prehis- toric times to the present, was founded in x979 as part of the National Gallery of Art. -
Reference Rules
REFERENCE RULES Volume I: The Adventurer’s Handbook DELVING DEEPER REFERENCE RULES VOLUME I THE ADVENTURER’S HANDBOOK By Cameron Dubeers and Simon J. Bull With special thanks to David Macauley For all followers of the original fantasy game Authors: Cameron Dubeers, Simon J. Bull Editor: Simon J. Bull Layout: Simon J. Bull Proof readers: Zach Howard, Ethan Sincox, David Macauley Cover art and Delving Deeper title: Mark Allen Cover art licensed to: Immersive Ink Version 2 March 2013 Copyright © 2012 Cameron Dubeers and Simon J. Bull DELVING DEEPER: VOLUME I CONTENTS PREFACE 3 NON-PLAYER CHARACTERS 16 INTRODUCTION 4 Hirelings 16 About these Volumes 4 Retainers 16 Common Terms 4 Retainer Loyalty 16 Player’s Supplies 4 Morale 16 The Dice 5 Mercenaries 17 Preparation for Play 5 Enlisting Monsters 17 Example of Play 6 Relatives 17 PLAYER CHARACTERS 7 EQUIPMENT 18 Alignment 7 Cost of Upkeep 19 Determination of Abilities 7 COMBAT 20 Prime Requisite Abilities 7 Player’s Attack Matrix 20 Explanation of Abilities 8 Turning the Undead 20-21 Strength 8 Explanation of Saving Throws 21 Intelligence 8 MAGIC SPELLS 22 Wisdom 8 Spell Books 22 Languages 8 Spell Scrolls 22 Movement Rates 9 Cleric Spells 22 Dexterity 9 Reversible Spells 23 Constitution 9 Magic-User Spells 23 Charisma 9 EXPLANATION OF SPELLS 24 CLASSES 10 1st Level Cleric Spells 24 Advancement by Experience Level 10 2nd Level Cleric Spells 25 The Fighter 10 3rd Level Cleric Spells 26 The Cleric 11 4th Level Cleric Spells 27 The Anti-Cleric 12 5th Level Cleric Spells 28 The Magic-user 12 1st