About Stu's Ravenloft Campaign
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Arak and Gwydion (Some Thoughts on the Shadow Elves' History) By R. Sweeney Gwydion isn't a 'real' demon, but rather a creature of great power from the plane of shadow. Gwydion's evil was his enslavement of the ShadowElves. His torment is his betrayal by Arak. Unlike Vecna, he was not on the prime and could only be 'trapped' because he was trying to follow the Shadow Elves into RL. (Presumably to kill them or re-enslave them). I wonder what Arak was thinking, however. Would there be anyplace he could take the Shadow elves into exile where Gwydion could not follow? Did he think he could hide from such a powerful creature? Gwydion must have had an enemy. A sibling perhaps. The Shadow Elves must have acted as some sort of armed forces for him. Arak must have believed that if Gwydion suddenly found himself without his Slaves, he would have been destroyed by his rivals. However, there other.. less satisfying, perhaps, ways of re-writing ShadowElf history. Gwydion, the shadow-being, falls 'in love' with an elf from some other world. They mate, bear children. Woman dies, Gwydion takes his children and their children as slaves. Millenia pass. Arak was Gwydion's favorite. Perhaps, Gwydion had mated with one of the Shadow elves of unsurpassed beauty and begat Arak. Thus, he set his son above all the other slaves. Arak, however, desired more than to be the head of the slaves. He managed to betray his father to his enemies. Arak had intended patricide. He was going to take away Gwydion's protective armed forces, leaving him vulnerable to attack by his other enemies. -
Undermountain: the Lost Level by Steven E
Undermountain: The Lost Level by Steven E. Schend Table of Contents Credits Introduction . 2 Design: Steven E. Schend Hidden Stories . 2 Editing: Bill Olmesdahl Ways In and Out . 3 Cover Art: Alan Pollack Interior Art: Earl Geier Rumors Of Undermountain . 4 Cartography: Dennis Kauth Notes On The Lost Level . .4 Typography: Tracey L. Isler The Lost Level . .6-28 Art Coordination: Robert J. Galica Entry Portal: Room #1 . .6 Melairest: Rooms #2-#17 . .6-19 A DVANCE DUNGEONS & DRAGONS, AD&D, FORGOTTEN Sargauth Falls: Room #18 . 19 REALMS and DUNGEON MASTER are registered trademarks The Prison: Rooms #19#24 . .20-22 owned by TSR, Inc. DUNGEON CRAWL, MONSTROUS MANUAL, The Hunters Lair: Rooms #25--#28 . .22-26 and the TSR logo are trademarks owned by TSR, Inc. Egress Perilous: Rooms #29 & #30 . 26-28 Lost NPCs and Magic . .29-32 Random House and its affiliate companies have worldwide dis- tribution rights in the book trade for English-language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1996 TSR, Inc. All rights reserved. Made in the U.S.A. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB U.S.A. United Kingdom ISBN 0-7869-0399-6 9519 Introduction elcome to the first official DUNGEON CRAWLS™ adventure module, where we return to the timeless depths of the Realms’ oldest and greatest dungeon: Un- dermountain! DUNGEON CRAWL adventures are created as stand-alone quests, but can easily be adapted to existing campaigns. -
Recognition of a Third Gender Submitted By
Committee: Social, Humanitarian and Cultural Committee Issue title: Recognition of a Third Gender Submitted by: Kinga Bagyó, Deputy President of the SHCC Edited by: Eszter D. Kovács, President of the ECOSOC Introduction Gender is a social construct ascribing masculine or feminine cultural norms as expectations to individuals based on their biological sex. Biological sex is determined by the type of genitalia one has, while sexual orientation is about who they are attracted to. All these three terms are independent of each other and can influence personal identity, which is one’s idea of oneself. When someone doesn’t identify as specifically male or female, they can instead identify as ‘third gender’, ‘transgender’ or ‘genderqueer’. Some countries have already introduced a non-binary gender classification in order to provide another option to self-identification to people who combine both femininity and masculinity in their gender expression or to everyone who are outside cisnormativity. Three or more genders have been recognised long ago in some societies, where ‘third gender’ is also a social category with particular duties and social norms. The state of personally identifying as, or being identified by society as, a man, a woman, or other, is usually also defined by the individual's gender identity and gender role in the particular culture in which they live, since not all cultures have strictly defined gender roles. However, in societies that has not accepted yet the existence of a third gender; transgender, intersex and queer individuals regularly face harassment, social discrimination and violence. One of the largest reasons that such people face inequality is due to prejudice and the lack of public understanding of their discomfort caused by their assigned sex. -
Quoth the Raven Issue 1
Quoth the Raven The World’s Most Unofficial Ravenloft Netzine 1 Quoth the Raven: Issue 2 2 Quoth the Raven: Issue 2 A Wild Stab in the Mist Salutations If you are reading this, chances are that you have decided to download the second issue of Quoth the Raven, the world’s most unofficial Ravenloft netzine. The first issue was quite the learning experience for myself and the other editors, though we were still hoping to lean a little more than we did. There were a lot of questions floating out there, but not a lot of answers to be had. The community wasn’t shy to express dissatisfaction, but there was no clear voice concerning suggestions for the future. In a lot of ways, this second issue is another first. This issue is a second probing stab into the mists. We’ve made a few changes and we’re hoping to get a clear response from the audience. Readers from the first issue will note that the netzine has changed in format, but not in content. The three-column format is out and the typical two-column style is back in. Furthermore, the intro fiction has been abandoned for the most part. This is the first issue featuring Fan Fiction, which we hope will be a common occurrence. More importantly, the content is becoming much more focused to a particular theme. This issue includes the Shining Bay, a cluster of advanced domains, The March of Progress, an examination of cultural levels, and other material geared to an advanced cultural level. -
Dragon Magazine #120
Magazine Issue #120 Vol. XI, No. 11 SPECIAL ATTRACTIONS April 1987 9 PLAYERS HANDBOOK II: Publisher The ENRAGED GLACIERS & GHOULS games first volume! Mike Cook Six bizarre articles by Alan Webster, Steven P. King, Rick Reid, Jonathan Edelstein, and Editor James MacDougall. Roger E. Moore 20 The 1987 ORIGINS AWARDS BALL0T: A special but quite serious chance to vote for the best! Just clip (or copy) and mail! Assistant editor Fiction editor Robin Jenkins Patrick L. Price OTHER FEATURES Editorial assistants 24 Scorpion Tales Arlan P. Walker Marilyn Favaro Barbara G. Young A few little facts that may scare characters to death. Eileen Lucas Georgia Moore 28 First Impressions are Deceiving David A. Bellis Art director The charlatan NPC a mountebank, a trickster, and a DMs best friend. Roger Raupp 33 Bazaar of the Bizarre Bill Birdsall Three rings of command for any brave enough to try them. Production Staff 36 The Ecology of the Gas Spore Ed Greenwood Kim Lindau Gloria Habriga It isnt a beholder, but it isnt cuddly, either. Subscriptions Advertising 38 Higher Aspirations Mark L. Palmer Pat Schulz Mary Parkinson More zero-level spells for aspiring druids. 42 Plane Speaking Jeff Grubb Creative editors Tuning in to the Outer Planes of existence. Ed Greenwood Jeff Grubb 46 Dragon Meat Robert Don Hughes Contributing artists What does one do with a dead dragon in the front yard? Linda Medley Timothy Truman 62 Operation: Zenith Merle M. Rasmussen David E. Martin Larry Elmore The undercover war on the High Frontier, for TOP SECRET® game fans. Jim Holloway Marvel Bullpen Brad Foster Bruce Simpson 64 Space-Age Espionage John Dunkelberg, Jr. -
A Grand History of the Forgotten Realms
A Grand History of the Forgotten Realms Designer & Cartographer: Brian R. James Cover & Interior Artist: Toni M. James 3rd Printing: May 25 2006 Based on the original DUNGEONS & DRAGONS rules created by E. 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 game product contains no Open Game Content. The content for this game product was compiled by resources owned by Wizards of the Coast. DUNGEONS & DRAGONS, D&D, FORGOTTEN REALMS, and WIZARDS OF THE COAST are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks of Wizards of the Coast, Inc. The Digital Marble logo is a trademark of Digital Marble, Inc. All artwork is owned by their respective authors. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. For more timelines and other juicy bits of realmslore visit our website http://www.geonomicon.com Introduction "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 unwritten—and 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 This chronology is the most definitive accounting of Realms history on the Internet or in print. -
318269-Sample.Pdf
Sample file 1 by Oliver Clegg Sample file 2 WELCOME to the BEST NIGHT of your life Curse of Hearts is an adventure for casual play with your usual characters, with a high-chance of monsterification. In this adventure, characters are invited to Chateau Ravenloft to spend the night with the local Count – and dinner is not all that’s on the menu. The count has stabled a veritable horde of lonely hearts inside his spacious mansion, all of whom are looking to make connections, meet new people and spread the love. The adventurers, searching for a sign of their elusive host, have the chance to dismantle his emotional hold on his victims, and perhaps even forge some new bonds of their own in the process. This adventure doesn’t presume the characters are any particular level, though characters lower than level 3 are likely to find themselves choosing their words very carefully, and characters of 10th level or higher may find themselves with considerably more agency. ALWAYS PLAY SAFE Curse of Hearts is an adventure which gives you many opportu- nities to transform characters into monsters. It’s also romance genre satire, with lots of jokes to that effect. Before you go any further, read this adventure fully and check in with your players about boundaries and safety tools so that if anyone feels un- comfortable about the direction the game is going in, they can call it off. It can be fun to mock the idea of vampire romance, or transform into a hideous lich, but only if everyone is on board. -
Sample File
Sample file HaJJ at= Her<oes Table Of= Cont:e n t:s Introduction ....................................................................................•....................... 2 Major Characters ..................................................................................................... 3-55 Adon .............................................................................................................. 3-4 Alias ............................................................................................................... 5-9 Bruenor Battlehammer ............................................................................................. 10-13 Cyric ............................................................................................................... 14 Doin Sanehiro ..................................................................................................... 16-18 Drizzt Do'Urden ................................................................................................... 19-22 Dragonbait ....................................................................................................... 23-26 Elminster ......................................................................................................... 27-33 Kelemvor ......................................................................................................... 34-37 Prince Tristan Kendrick ............................................................................................. 38-41 Midnight ........................................................................................................ -
Planescape: Torment
Eine RPGuides.de Spielhilfe zu Planescape: Torment Eine Spielhilfe zu 1 Eine RPGuides.de Spielhilfe zu Planescape: Torment Inhalt Allgemeine Informationen • Anmerkung 4 • Stichpunktübersicht 5 • Charaktererschaffung 6 • Fraktionen 9 • Lehrmeister 11 • Statuspunkte 12 • Unter Sigil – Höhere Glabrezu 13 • Kleine Bughilfe 16 • Vollinstallation 18 • Zwischensequenzen 20 Komplettlösung Planescape: Torment • 1. Teil: Sigil – Der Stock 21 • Leichenhalle 22 • Der Stock: Nordosten 25 • Der Stock: Südosten 28 • Der Stock: Südwesten 30 • Der Stock: Nordwesten 32 • Der Stock: Gasse der gefährlichen Ecken 33 • Der Stock: Lumpensammlerplatz 35 • Das Müll-Labyrinth 37 • Das begrabene Dorf 38 • Weinende Stein Katakomben 40 • Tote Lande 41 • Die Untergegangenen Nationen 44 • Gedankenlabyrinth 45 • Der Stock: Das Mietshaus der Schläger 46 • Gasse der heulenden Seufzer 47 • 2. Teil: Sigil – Die Oberstadt 48 • Der Handelsbezirk 48 • Die grosse Giesserei 52 • Bezirk der Kuratoren 55 • Das Bordell 58 • Die Städtische Festhalle 60 • Ravels Irrgarten 63 • 3. Teil: Die Aussenländer 65 • Verdammnis (Curst) 65 2 Eine RPGuides.de Spielhilfe zu Planescape: Torment • Verdammnis - Untergrund 68 • Verdammnis - Gefängnis 69 • Aussenländer 71 • Baator 72 • Verdammnis - verschwunden 73 • Carzeri 74 • Finale: Festung der Reue 75 • Appendix I: Irrgärten 78 • Labyrinth des Spielers 78 • Modron-Irrgarten 79 Gegenstände • Äxte 80 • Armbänder 87 • Augäpfel 90 • Bolzen 93 • Dolche 97 • Keulen 107 • Hämmer 113 • Kurzschwerter 118 • Linsen 125 • Ohrringe 128 • Rüstungen 133 • Ringe 136 • Schlagdolche 141 • Tätowierungen 148 • Zähne 164 • Zauberstäbe 165 Zauber • Kleriker-Zauber (1. - 6. Grad) 167 - 171 • Magier-Zauber (1. - 9. Grad) 172 - 195 3 Eine RPGuides.de Spielhilfe zu Planescape: Torment Anmerkung Autor: Pandur Überarbeitung: McCrazy Diese Spielhilfe wurde ursprünglich auf der Rollenspielfanseite www.rpguides.de erstellt und veröffentlicht. -
Available for Download at Dungeonsanddragons.Com
BASIC RULES D&D Basic Rules, Version 1.0, Released November 2018 Credits Lead Designers: Jeremy Crawford, Mike Mearls, Based on the original D&D game created by Christopher Perkins E. Gary Gygax and Dave Arneson, Design Team: James Wyatt, Rodney Thompson, Robert J. with Brian Blume, Rob Kuntz, James Ward, and Don Kaye Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell Drawing from further development by J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Managing Editor: Jeremy Crawford Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray, Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff Kim Mohan Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Graphic Designers: Bree Heiss, Emi Tanji Heinsoo Interior Illustrator: Jaime Jones, Richard Whitters Playtesting provided by Additional Contributors: Matt Sernett, Chris Dupuis, Tom over 175,000 fans of D&D. Thank you! LaPille, Chris Tulach, Miranda Horner, Jennifer Clarke Wilkes, Steve Winter, Chris Youngs, Ben Petrisor, Tom Olsen Producer: Greg Bilsland Project Management: Neil Shinkle, Kim Graham, John Hay Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom, Trevor Kidd 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. All characters and their distinctive likenesses are property of Wizards of the Coast. -
Moonshae Trilogy DARKWALKER on MOONSHAE (Bk 1)
~ad these book/ but heed their Ii lead the lives of your brightest ft Chronicles Trilogy DRAGONS OF AlJTUMN 1WILIGHT (Vol I) DRAGONS OF WINTER DRAGONS OF SPRING NIGHT (Vol 2) DAWNING (Vol 3) Margaret Weis and Tracy Hickman The unique fantasy trilogy of hope and fear, good and evil, beauty and barbarity. 111e Queen of Darkness. her dragons of destruction, and war and oblivion threaten the world of Krynn. Eight heroes are given the Power to save the world. They have hope. And they have courage. But U1e forces of evil are strong... DRAGONI.ANCE® CHRONICLES Margaret Weis and Tracy Hickman Thrilling omnibus of all three dramatic volumes of DRAGON LANCE CHRONICLES Legends Trilogy TIME OF THE TWINS (Vol 1) WAR OFTIIE1WINS TESTOFTIIE1WINS (Vol 2) (Vol 3) Margaret Weis and Tracy Hickman The War of the Lance has ended The darkness has passed - or has it? One man. the Powerful archmage RaisUin, intends that the darkness shall return. Two people alone can stop him. Crysania. a beautiful cleric of good, and Caramon. Raistlin'stwin brother. Together with Tasslchoff, the irrepressible kender. the three of them embark on a perilous journey back through time to the days before the Cataclysm ... DRAGON LANCE® Legends Onmibus (October 1990) Margaret Weis and lhlcy Hickman The thrilling legends of the Twins now in one volume! Tales Trilogy THE MAGIC OF KRYNN (Vol l) KENDER, GULLY LOVE AND WAR DWARVES AND GNOMES (Vol 3) (Vol 2) Edited by Margaret Weis and Tracy Hickman Enter the realms of the unknown with these m~ical collections of !ales. -
Download the Prologue
The Guns at Last Light THE WAR IN WESTERN EUROPE, -1944–1945 VOLUME THREE OF THE LIBERATION TRILOGY Rick Atkinson - Henry Holt and Company New York 020-52318_ch00_6P.indd v 3/2/13 10:57 AM Henry Holt and Company, LLC Publishers since 1866 175 Fift h Avenue New York, New York 10010 www .henryholt .com www .liberationtrilogy .com Henry Holt® and ® are registered trademarks of Henry Holt and Company, LLC. Copyright © 2013 by Rick Atkinson All rights reserved. Distributed in Canada by Raincoast Book Distribution Limited Library of Congress Cataloging- in- Publication Data Atkinson, Rick. Th e guns at last light : the war in Western Eu rope, 1944– 1945 / Rick Atkinson. —1st ed. p. cm. — (Th e liberation trilogy ; v. 3) Includes bibliographical references and index. ISBN 978- 0- 8050- 6290- 8 1. World War, 1939– 1945—Campaigns—Western Front. I. Title. D756.A78 2013 940.54'21—dc23 2012034312 Henry Holt books are available for special promotions and premiums. For details contact: Director, Special Markets. First Edition 2013 Maps by Gene Th orp Printed in the United States of America 1 3 5 7 9 10 8 6 4 2 020-52318_ch00_6P.indd vi 3/2/13 10:57 AM To those who knew neither thee nor me, yet suff ered for us anyway 020-52318_ch00_6P.indd vii 3/2/13 10:57 AM But pardon, gentles all, Th e fl at unraisèd spirits that hath dared On this unworthy scaff old to bring forth So great an object. Can this cockpit hold Th e vasty fi elds of France? Shakespeare, Henry V, Prologue 020-52318_ch00_6P.indd ix 3/2/13 10:57 AM Contents - LIST OF MAPS ............xiv MAP LEGEND ...........