Other Hands Issue #10 and 11
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Summer Activity Guide 2016
MAKE A SPLASHin a kids life Not everyone can afford to swim on hot summer days. But you can help. Please donate today at www.spokaneparksfoundation.org or call us at 509-326-5233. TABLE OF CONTENTS AQUATICS THERAPEUTIC RECREATION SERVICES Fee Information & Schedules ........................... 2 Bicycling ......................................................... 27 Class Offerings ................................................. 3 Camps ............................................................ 27 City Aquatics Center Class Schedules .......... 4-7 Dance, Music & Theatre ................................. 27 Fitness & Wellness .................................... 27-28 OUTDOOR RECREATION Socialization ................................................... 28 Biking ................................................................ 8 Sports Skills & Leagues .................................. 29 Canoeing .......................................................... 8 Trips & Tours .............................................. 29-30 Kayaking ...................................................... 8-10 Spokatopia Outdoor Adventure Festival ..........11 ATHLETICS Rafting ............................................................ 12 Adult Sports ............................................... 31-35 Rock Climbing ................................................ 12 Youth Sports ................................................... 36 Hiking .............................................................. 12 Youth Camps ............................................ -
Treasures of Middle Earth
T M TREASURES OF MIDDLE-EARTH CONTENTS FOREWORD 5.0 CREATORS..............................................................................105 5.1 Eru and the Ainur.............................................................. 105 PART ONE 5.11 The Valar.....................................................................105 1.0 INTRODUCTION........................................................................ 2 5.12 The Maiar....................................................................106 2.0 USING TREASURES OF MIDDLE EARTH............................ 2 5.13 The Istari .....................................................................106 5.2 The Free Peoples ...............................................................107 3.0 GUIDELINES................................................................................ 3 5.21 Dwarves ...................................................................... 107 3.1 Abbreviations........................................................................ 3 5.22 Elves ............................................................................ 109 3.2 Definitions.............................................................................. 3 5.23 Ents .............................................................................. 111 3.3 Converting Statistics ............................................................ 4 5.24 Hobbits........................................................................ 111 3.31 Converting Hits and Bonuses...................................... 4 5.25 -
Specularum Locales the Merchants' Guildhall Is a Broad, Stout Palace In
Specularum Locales The Merchants’ Guildhall is a broad, stout palace in the Stronghold district of Specularum. A statue of Zirchev, patron of the Guild, is located in the courtyard. Armed guards (mercenaries not associated with the Veiled Society) bar the access to the Guildhall. Moneychangers’ Guildhall is a square building in rusticated stone with large, arched windows, built to show the power and wealth of the guild. Goldsmiths’ Guildhall, a dwarven-designed palace, is found in the Hill Market district, right out of the walls of Duke Stefan's castle. It is rumoured that underground dungeons hold secret vaults where the gold reserves of the guild are stored. City Jail The jail is a massive, squat sandstone building of the Thyatian period, though built mostly by dwarven masons on a dwarven engineer's plan. The designer, one Bohrur Stonecleaver of Highforge, tried to mix a classical Thyatian architectural style with the typical dwarven construction, resulting in a low, rectangular building topped by an incongruous pediment. Hexagonal turrets flank the front of the building, providing a degree of defence to the entrance gate -- the only weak spot in the otherwise massive outer wall. A small courtyard opens beyond the entrance gate, and gives access to the guard rooms, the kitchens, and the offices. The cells are located on the first story. The dwarves had been commissioned this work by Duke Stefan, when it became clear that the Hightower could not serve as the only prison in the town. Since the Foreign Quarter was experiencing a significant increase in petty crimes -- brawls, pickpocketing, and muggings -- but wasn't as out of control as the Nest, the Karameikan government chose to locate it at there. -
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. -
Other Hands Issue
ISSN 1081-8359 The International Journal for Middle-earth Gaming Issue 12—January 1996 EDITORIAL : In this Issue Editorial: Because we can ..............1 BECAUSE WE CAN Frontlines.......................................3 naugurating as it does the third In addition to the return of Fredrik year of our publication’s exis- Ekman’s highly informative “Digital Communications ............................4 Itence, I am proud to announce Hands,” I’ve decided to establish two new that with this issue Other Hands is regular columns for OH. The first of these Digital Hands ................................5 now available on-line as part of the Vast I have dubbed “A Taste of Things to website (vastus.com). We have high Come,” whose function will be to show- A Taste of Things to Come............7 hopes that this will greatly increase the case a particular MERP author’s work on size of our subscription base, and that it a current module project. Wesley Frank The Balchoth................................10 wall advance our vision of a global com- inaugurates this series with a prospectus munity of Middle-earth gamers. We are of Near Harad, the module that will create The Bozishnarod: still committed, however, to producing OH an interlocking “land bridge” at the inter- Using the cultures of “the old-fashioned way”— as a high qual- section of the Southern Gondor-Umbar- ity, hard copy, gaming fanzine. Khand bloc of new realm modules (un- Far Harad in MERR ...................21 Let us cut to the chase. Since our last doubtedly the most collaborative effort to date in the history of the MERP series). Aggressiveness and Morale for (double) issue we have reestablished an exchange with Estel, the journal of the The second new column getting its Non-player Characters ................29 Sociedad Tolkien Española, and (as our send-off in this issue is “Arda Lore,” a bibliography addendum makes clear) place for ideas-in-progress on any Middle- Mapping Middle-earth: many articles from OH have been trans- earth topic. -
HERO Bestiary 1 HERO Bestiaryª
HERO Bestiary 1 HERO Bestiary™ CREDITS Author: Doug Tabb Contributing Authors: Darrin C. Zielinski, Brian Nystul, Mark Bennett Editors: George MacDonald, Steve Peterson, and Coleman Charlton Cover Illustration: Storn Cook Colorist: Frank Cirocco Interior Illustration: Storn Cook, Stephan Peregrine, Mitch Byrd, Paul Jaquays, Liz Danforth, Albert Deschesne, Dennis Loubet, Luther, Elissa Martin, Darrell Midgette, Giorgia Ponticelli, Roger Raupp, Paulo Romano, Shawn Sharp, Jason Waltrip. A bibliography for the Dover Publication art and copyright free art used in this product can be found on the last page. Project Specific Contributions: Pagemaking & Layout: Coleman Charlton; Cover Graphics: Terry K. Amthor; Art Direction: Jessica Ney; Editorial Contributions: Ray Greer, Monte Cook Proofreading: Lori Ralston Dedication: To Gary Gygax who gave me role-playing games; to George MacDonald and Steve Peterson who gave me the rules; to Rob Bell who gave me a chance; to Ray Greer who treated me like a real human being; and to Jim, my long time collaborator. ICE Staff — Sales Manager: Deane Begiebing; Editing & Development Manager: Coleman Charlton; President: Peter Fenlon; CEO: Bruce Neidlinger; Editing, Development, & Production Staff: Kevin Barrett, Monte Cook, Jessica Ney, Pete Fenlon, Terry Amthor; Sales, Customer Service & Operations Staff: Heike Kubasch, Chad McCully; Shipping Staff: John Breckenridge, Jasper Merendino, Sterling Williams. HERO Bestiary™ is Hero Games’ trademark for its superhero roleplaying game using the Hero system. Champions® and Champions, The Super Roleplaying Game™ are Hero Games trademarks for its superhero roleplaying game using the Hero System. Hero System™ is Hero Games’ trademark for its roleplaying system. HERO Bestiary Copyright © 1992 Hero Games. All rights reserved. -
Other Hands Issue
other EDITORIAL: Introducing Other Hands Other Hands is an international gaming journal de- hands voted to fantasy role-playing set in J.R.R, Tolkien’s sec- ondary world of Middle-earth. It is a quarterly, non- profit publication welcoming submissions dealing with any aspect of gaming in the context of Tolkien’s world: sce- nario ideas, rule suggestions, gaming product reviews, gamemastering aids, bibliographic resources, essays on Middle-earth, and whatever else our readership would Tolkien Enterprises stipulating that no materials set in the like to see in print. In a word, Other Hands aims to be the First or Second Ages of Middle-earth may be published. definitive Tolkien-related gaming journal for a world-wide Finally, a prospective author writing on a region previously role-playing community. described in an earlier Iron Crown module is constrained to conform his or her own ideas to what someone else has How did Other Hands come to be? The need for this written. journal derives in part from the particular licensing ar- rangement existing between the Tolkien Estate and Iron None of these limitations imply anything positive or Crown Enterprises (the gaming company responsible for negative about the quality of Iron Crown's products; they producing and marketing the Middle-earth Role Playing sys- are simply inevitable consequences of the legal arrange- tem). The license to publish Tolkien-related role-playing ments described above. In the past, this problem was over- products is a world-wide license held exclusively by Iron come by publishing one’s material in a gaming magazine White Dwarf). -
Frostburn: Mastering the Perils of Ice and Snow, and Their Respective Logos, and Wizards Product Names Are Trademarks of Wizards of the Coast, Inc., in the U.S.A
CREDITS DESIGNERS ART DIRECTOR WOLFGANG BAUR, JAMES JACOBS, Dawn Murin GEORGE STRAYTON COVER ARTIST DEVELOPMENT TEAM Sam Wood RICHARD BAKER (LEAD), ANDREW J. FINCH, DAVID NOONAN, JAMES WYATT INTERIOR ARTISTS Steve Bel l edin, Mitch Cotie, Ed Cox, EDITOR Dennis Crabappl e McCl ain, Steve El l is, GREG COLLINS David Griffith, David Hudnut, MANAGING EDITOR Dana Knutson, Doug Kovacs, Dan Scott GWENDOLYN F.M. KESTREL GRAPHIC DESIGNER DESIGN MANAGERS Dee Barnett, Trish Yochum CHRISTOPHER PERKINS, ED STARK CARTOGRAPHERS DEVELOPMENT MANAGER James Jacobs, Todd Gambl e ANDREW J. FINCH DIRECTOR OF RPG R&D GRAPHIC PRODUCTION SPECIALIST BILL SLAVICSEK Erin Dorries PRODUCTION MANAGERS IMAGE TECHNICIAN JOSHUA C.J. FISCHER, RANDALL CREWS Robert Jordan Resources: Epic Level Handbook, Arms and Equipment Guide, FORGOTTEN REALMS Campaign Setting, World of Greyhawk Campaign Setting, Living Greyhawk Gazetteer, Monsters of Faerûn, Races of Faerûn, Oriental Adventures, Dragon Magazine, and Book of Vile Darkness. Based on the original DUNGEONS & DRAGONS® rules created by Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v.3.5 revision. This Wizards of the Coast ® game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS & LATIN AMERICA Wizards of the Coast, Belgium Wizards of the Coast, Inc. T Hofveld 6d P.O. -
Gaz F10 Kaarjala
WHAT PEOPLE SAY ABOUT KAARJALA “When a man remembers the land, the “They say Kaarjala is ‘a land “It was a thing most bizarre and land remembers him.” apart’…they don’t know the half of it! frightening, brother Hiram. Upon the – common Saamari saying More like ‘a land 1,000 years in the cold night prairie did I espy one of those past!’ Seriously, the place is just a mass nomadic shamans engaged in gruesome “The elk and the bear – the king of the of wild forests and half-frozen bogs, and enterprise – the butchering and devouring forest – are prized and respected by my you can travel for days without seeing of a reindeer for some foul purpose. kinsmen, but they are to be hunted. But anyone! Decent pubs or inns are scarcer “It reminded me very much of that woe befalls he who harms the swan, in than a sunny day in Littonia, too. There’s which we do not speak, so complete was righteous, divine wrath.” really not much of anything that would the devourment. Brother Samuel must be – Lasse Aaltonen, draw a person. mad to want to trade with the Kaarjalans, Saamari expatriate, “But there’s something about the place if these are the things the overland route speaking before a group of that keeps me here. It’s more than the will encounter.” adventurers in Gaudavpils chance to roam a land that’s still fairly – Laradril, Leehan Explorer, pristine, and it’s more than the prospect writing to his brother “The land is not cruel, Aipaloovik; it is of finding some ancient hoard of treasure what it is, and what matters is what we that predates the kingdom itself. -
Ruins of Adventure
Ruins of Adventure CREDITS TABLE OF CONTENTS Writing: Mike Breault, David Cook, Jim Ward, and Steve Winter Introduction ......................................................................... 2 10 Editing: Scott Haring Civilized Phlan ...................................................................... Reconquest of Sokol Keep ............................................................ 13 Cover Art: Clyde Caldwell Kovel Mansion ...................................................................... 16 Interior Art: James Holloway Mansions .......................................................................... 18 Cartography: Diesel, Dennis Kauth, and Slums .............................................................................. 19 David Sutherland The Temple of Bane ................................................................. 20 Typography: Betty Elmore Delving Into Kutos Well ............................................................. 23 Keylining: Stephanie Tabat Mantors Library .................................................................... 26 Stojanow Gate ...................................................................... 29 Podol Plaza ........................................................................ 31 The Cadorna Textile House ........................................................... 33 Valhingen Graveyard ................................................................. 36 42 Distributed to the book trade in the United States by Valjevo Castle ...................................................................... -
In Search of Adventure
IN SEARCH OF ADVENTURE Writen by: Mike Ferguson, Andrew Hind, Ruth Lampi, Ross Payton, Eric K. Rodriguez, Aeryn “Blackdirge” Rudel Edited by: Ken Hart Developer: Harley Stroh Art Director: Joseph Goodman Cover Artist: Ben Wootten Interior Artists: David Griffith, Doug Kovacs, Matt Morrow, Grey Thornberry Cartographer: Ed Bourelle Graphic Designer/Layout: Edward Wedig Visit us online at www.goodman-games.com to find forums, free downloads, and more! 1 CONTENTS King Dretch ..........................................................3 Legacy of the Labyrinth .......................................72 Game Master Information ....................................4 Game Master’s Section ........................................72 Getting the Players Involved .................................4 Getting the Players Involved ...............................73 Adventure Background ..........................................4 Background Story ................................................73 Player Beginnings ..................................................6 Areas of the Map .................................................73 Ruined Tower and Environs ..................................7 Wrapping Up .......................................................87 The Dormitory .......................................................9 Concluding the Adventure ..................................18 Tides of Doom ....................................................88 Major Quest: Sealing the Fissure ........................18 Game Master’s Section ........................................88 -
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 .