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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. -
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. -
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 . -
D&D Skyships
D&D Skyships Disclaimer The following is a document of House Rules. In this but you can easily find several good sources on the document are alternatives to the normal Dungeons & internet. Dragons 5E rules. You will still need the 5E "Player’s This style campaign works well even if you decide that Handbook", "Monster Manual", and "Dungeon Master’s skyships can only fly through the air and not travel into Guide" to make full sense of this document. space. Simply drop all space travel rules. All that remains should work as written. Copyrights 1930’s Buck Rogers, Flash Gordon This document is intended to be used as alternative style (Science Fantasy) house rules to an already standing game system. No information herein is to be copied and sold for profit. This would be a campaign of brass rocket ships with lots of glass and rivets. The PCs will have the ability to step out the door of their rocket ship and leap onto the Introduction enemy's to do battle. They will be firing ray guns and D&D Skyships is a supplement to fifth edition Dungeons & saving princesses. You may want to run this as a steam Dragons set in a universe of ships that fly between the pink campaign. worlds and of battles in the air and in space. What you These rules will require some modifications to use in this will not find here is a setting with descriptions of new type of campaign. The skyships become rocket ships. worlds to explore, monsters to defeat and new races The helm becomes a technological device that provides defined. -
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. -
The Complete Idiot''s Guide to European History
European History by Nathan Barber A member of Penguin Group (USA) Inc. European History by Nathan Barber A member of Penguin Group (USA) Inc. For Christy, Noah, and Emma ALPHA BOOKS Published by the Penguin Group Penguin Group (USA) Inc., 375 Hudson Street, New York, New York 10014, U.S.A. Penguin Group (Canada), 10 Alcorn Avenue, Toronto, Ontario, Canada M4V 3B2 (a division of Pearson Penguin Canada Inc.) Penguin Books Ltd, 80 Strand, London WC2R 0RL, England Penguin Ireland, 25 St Stephen’s Green, Dublin 2, Ireland (a division of Penguin Books Ltd) Penguin Group (Australia), 250 Camberwell Road, Camberwell, Victoria 3124, Australia (a division of Pearson Australia Group Pty Ltd) Penguin Books India Pvt Ltd, 11 Community Centre, Panchsheel Park, New Delhi—110 017, India Penguin Group (NZ), cnr Airborne and Rosedale Roads, Albany, Auckland 1310, New Zealand (a division of Pearson New Zealand Ltd) Penguin Books (South Africa) (Pty) Ltd, 24 Sturdee Avenue, Rosebank, Johannesburg 2196, South Africa Penguin Books Ltd, Registered Offices: 80 Strand, London WC2R 0RL, England Copyright © 2006 by Nathan Barber All rights reserved. No part of this book shall be reproduced, stored in a retrieval system, or transmitted by any means, electronic, mechanical, photocopying, recording, or otherwise, without written permission from the publisher. No patent liability is assumed with respect to the use of the information contained herein. Although every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions. Neither is any liability assumed for damages resulting from the use of information contained herein. -
The Wandering Realms
The Wandering Realms Shared Campaign Organized Play Player's Guide V.1.2 A shared campaign organized play system for the 5th Edition Dungeons & Dragons. In the Wandering Realms you can explore all the different worlds, realms, and settings in D&D in an organized play system. The Adventurer Leagues discord Staff: @JmanX#1010, @sanzous#3861, @Axis Sunsoar#2213, @Mamut#9579, @kryptonhexafluoride#1642, @MBlackX#6412, @AllieAdler#0001, @Lore Keeper Haos#5904 Wandering Realms Admin Staff: @dreams#9466, @jakandar#0815, @JmanX#1010, @Chris N.#5602 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. The Wandering Realms, The Adventurer Leagues discord, Detwenti Tavern, Wandering Realms logo, "Detwenti Tavern" logo, "Eldon Folkor - Arcane Trickster Gnome" art, The Adventurer Leagues discord server banner art copyright Julian Lopez (@JmanX#1010) 2021 The Wandering Realms - Player's Guide elcome traveler to the Wandering Realms, In D&D lore, all of these worlds are contained in their own where the entire multiverse of Dungeons & "Crystal Spheres", and are connected across the multiverse Dragons is open to explore and play in. -
1439170127347.Pdf
TABLE OF CONTENTS Introduction 2 Stick It to the Rogue: Ten Locks to 49 A Taxonomy of Traps 3 Frustrate Nimble Fingers Traps 7 Menagerie of Mischief: Tools and More 52 for Roguish Characters Layering Traps 33 Whispers of Wyrmhood: An Adventure 56 Themed Trap Areas 34 Featuring Kobolds and Traps The Exploits of Gavin the Trapsmith 38 CREDITS Designer: Maurice de Mare Cover Art: Michael Jaecks Additional Design: Michael Allen (“Stick It to Interior Art and Diagrams: James Keegan the Rogue”), Jerry “Dread Gazebo” LeNeave Art Direction and Graphic Design: Marc Radle (“Menagerie of Mischief”) Finance Manager: Shelly Baur Editors: Scott Gable and Miranda Horner Publisher: Wolfgang Baur Compilation: Scott Gable and Miranda Horner Open Design, Kobold Press, and Midgard are trademarks of Open Design, LLC. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product. Open Game Content: The Open content in this issue includes the trap stat blocks, trap upgrades, and alchemical concoction descriptions. All other material is Product Identity, especially place names, character names, locations, story elements, and fiction. No other portion of this work may be reproduced in any form without permission.