Undermountain: the Lost Level by Steven E
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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. -
Sample File 620 88158 Savspecies4.Qxd 12/16/02 12:41 PM Page 2
620_88158_SavSpecies4.qxd 12/16/02 12:40 PM Page 1 Sample file 620_88158_SavSpecies4.qxd 12/16/02 12:41 PM Page 2 SAVAGE SPECIES DAVID ECKELBERRY, RICH REDMAN, JENNIFER CLARKE WILKES ADDITIONAL DESIGN ART DIRECTOR Eric Cagle, Jesse Decker, Jeff Quick, Dawn Murin Sean Reynolds, Skip Williams COVER ART Jeff Easley DEVELOPER Rich Redman INTERIOR ARTISTS Dennis Cramer, Brian Despain, Emily EDITORS Fiegenschuh, Jeremy Jarvis, John and Jennifer Clarke Wilkes, Gwendolyn Laura Lakey, Alan Pollack, Vinod Rams, F.M. Kestrel, Penny Williams Wayne Reynolds, David Roach, Scott Roller, Mark Sasso, MANAGING EDITOR Arnie Swekel, Sam Wood Kim Mohan GRAPHIC DESIGNERS DESIGN MANAGER Sean Glenn, Sherry Floyd, Dawn Murin Ed Stark GRAPHIC PRODUCTION SPECIALIST Angelika Lokotz MANAGING DEVELOPER Richard Baker PROJECT MANAGER Martin Durham CATEGORY MANAGER PRODUCTION MANAGER Anthony Valterra Chas DeLong DIRECTOR OF RPG R&D VICE PRESIDENT OF PUBLISHING Bill Slavicsek Mary Kirchoff Sample file Playtesters: Paul Barclay, Randy Buehler, Michael Donais, Andrew Finch, Curt Gould, Robert Kelly, Todd Meyer, Jon Pickens, Monica Shellman, Christine Tromba, Michael S. Webster, Penny Williams 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 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. ® Sources: Dragon magazine #45, FORGOTTEN REALMS® Campaign Setting, Magic of Faerûn, Sword and Fist, Masters of the Wild, Monster Manual, Monster Manual II, Monsters of Faerûn, Oriental Adventures, and Reverse Dungeon. -
Chronomancer
OPTIONAL GAME ACCESSORY Chronomancer Credits Design: Loren Coleman Development and Editing: Matt Forbeck Additional Assistance: Jim Butler, Andria Hayday, Bruce Heard, Steve Miller, Roger Moore, Jon Pickens, Skip Williams, and David Wise Graphic Design: Stephen Daniele and Paul Hanchette Cover Art: Alan Pollack Interior Art: Thomas Baxa, Adrian Bourne, Terry Dykstra, Jim HoUoway, Mark Nelson Typography: Angelika Lokotz Production: Paul Hanchette Sample file ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, BLACKMOOR, DARK SUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK, HOLLOW WORLD, MYSTARA, RAVENLOFT, RED STEEL, and SPELLJAMMER are registered trademarks owned by TSR, Inc. BIRTHRIGHT, COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, PLANESCAPE, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution 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. ©1995 TSR, Inc. All rights reserved. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materials or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI43147 Cambridge CB1 3LB USA United Kingdom ISBN 0-7869-0325-2 1st Printing, August 1995 9506XXX1501 le of Contents Introduction 3 Chapter 4: Chronomancy 39 Where This Belongs in Your Campaign . -
The Dark of the Whole Sordid Mess
Mm**. :<"* .:;- •*- ITU x Hey, berk! If you're a player, put this book down Only the Dungeon Master should know the dark v£ of the B\ood War. Go read /'he Chant of the War instead — it's safer. Sample file •*>• K&'i GUIDE • CREDI+S Designers: Colin McComb and Monte Cook Editor and Developer: Ray Vallese Cover Artist: Alan Pollack Interior Artist: Adam Rex Conceptual Artist: Dana Knutson Cartographer: Diesel Project Manager: Andria Hayday and K.S. Boomgarden Art Director: Bob Galica Electronic Prepress Coordinator: Dave Conant Typography: Angelika Lokotz Border Art: Robert Repp Graphic Design: Greg Kerkman and Dawn Murin Proofreader: Michele Carter Sample file TSR, Inc. TSR Ltd. 201 Sheridan Springs Road 120 Church End Lake Geneva Cherry Hinton WI53147 Cambridge CB1 3LB U.S.A. United Kingdom 2621xxxl502 ADVANCED DUNGEONS ft DRAGONS, ADftD, MONSTROUS COMPENDSUM, DRAGON, DUNGEON MASTER, and the Lady of Pain logo are registered trademarks owned by TSR, Inc. PLANESCAPE, MONSTROUS MANUAL, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. ® 1996 TSR, Inc. All rights reserved. Made in the U.S.A. Random House and its affiliate companies have worldwide distribution rights in the book trade for English-language products of TSR, Inc. Distributed to the toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. 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 consent of TSR, Inc. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
How to Build a Dungeon Crawl for Heroic and Paragon Tiers • Rob Bodine
HOW TO BUILD A DUNGEON CRAWL For Heroic and Paragon Tiers • Rob Bodine ’ve recently converted a few of classic Advanced Dungeons that definition is technically correct, dungeon crawls don’t have to & Dragons (1st Edition) adventures to 4th Edition (in be short on story or role-playing. Every system is what you make Iwhole or in part): C1: The Hidden Shrine of Tomoachan of it, and the 1st Edition dungeon crawls demonstrate that by (long before I heard that Stephen Radney-MacFarland was being rich in story and role-playing opportunities. doing it for the Wizards of the Coast officially), C2: The Ghost Tower of Inverness, G1: The Steading of the Hill Giant Chief, L1: In the end, building a dungeon crawl represents a change to The Secret of Bone Hill (though with a complete change of back encounter design from the standard system as presented in the story), and Q1: Queen of the Demonweb Pits. When I converted Dungeon Master’s Guide (“DMG”) and other official Wizards my first project, Inverness, my intent was to make a Living of the Coast (“WotC”) resources. Even when using WotC’s Forgotten Realms (“LFR”) MyRealms adventure out of it. Thus, guidelines, encounter design is an art form. When using the it was truly just a conversion: an ordinary 1st Edition adventure dungeon crawl system, that makes it even harder to pin down. modified for a different ruleset. It worked out to be four LFR Use these guidelines as a starting point for heroic and paragon adventures. I received some great feedback on my conversion, tiers. -
Dungeon Crawl Solo
Dungeon Crawl Solo PARTS PER MILLION PartsSample Per Million file Page 1 CREDITS Writing: Peter Rudin-Burgess Cover Art: Parker West Interior Art: W. Caddell, Gordon Johnson Some artwork copyright Daniel F. Walthall, used with permission. This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodmangames.com or contact [email protected]. Dungeon Crawl Solo © 2021 Parts Per Million Limited, International House, 12 Constance Street, London E16 2DQ. 978-1-008-96634-5 Imprint: Lulu.com Sample file Page 1 Contents Credits 1 Foreward 3 Introduction 3 The Humble Question 5 Interpreting Answers 5 Fumbles 6 Criticals 6 NPC Reactions 6 Taking Control of an NPC 7 What Questions to Ask 7 Event Dice 8 Clocks 10 The Drama Pool 11 Mighty Deeds and Magic 12 Movement & Environment 12 Mighty Deeds of Arms 13 Open-Ended Questions 14 Icons 14 Words 15 Create a Campaign 16 Icons 18 Special Icons 18 Special Collections 28 Traps 28 Monsters & Threats 29 Playing a Published Adventure 30 Skim and DC 30 The Flow of the Adventure 32 Judge First 33 Mix and Match 33 Sandbox Play 34 Campaign Villains 36 Short Campaigns 37 SampleLong Campaigns file37 Page 2 FOREWARD hen I started out, I used to create solo rules for games purely for my own benefit. Then it turned Winto one of those side hustles where I could fund my game buying habits by selling a few PDFs here and there. -
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. -
A Player's Guide to Tabletop Role-Playing Games in Libraries
Western University Scholarship@Western FIMS Publications Information & Media Studies (FIMS) Faculty 2019 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Carlie Forsythe University of Western Ontario, [email protected] Follow this and additional works at: https://ir.lib.uwo.ca/fimspub Part of the Library and Information Science Commons Citation of this paper: Forsythe, Carlie, "Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries" (2019). FIMS Publications. 343. https://ir.lib.uwo.ca/fimspub/343 Running head: ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 1 Roll for Initiative: A Player’s Guide to Tabletop Role-Playing Games in Libraries Submitted by Carlie Forsythe Supervised by Dr. Heather Hill LIS 9410: Independent Study Submitted: August 9, 2019 Updated: February 4, 2020 ROLL FOR INITIATIVE: A PLAYER’S GUIDE TO TTRPGS IN LIBRARIES 2 INTRODUCTION GM: You see a creepy subterranean creature hanging onto the side of a pillar. It is peering at you with one large, green eye. What do you do? Ranger: I’m going to drink this invisibility potion and cross this bridge to get a closer look. I’m also going to nock an arrow and hold my attack in case it notices me. Cleric: One large green eye. Where have I seen this before? Wait, I think that’s a Nothic. Bard Can I try talking to it? GM: Sure, make a persuasion check. Bard: I rolled a 7, plus my modifier is a 3, so a 10. What does that do? GM: The Nothic notices you and you can feel its gaze penetrating your soul. -
Dungeon Crawl Stone Soup (1997/2006-Present)
Handmade Detail in a Procedural World Dr Mark R Johnson (@UltimaRegum) Postdoctoral Fellow in Game Studies Independent Game Developer Retired Professional Gamer Outline • Introduction • Benefits of procedural (PCG) & hand-made (HM) • Attempted Integrations • Hiding Integration? • Conclusion Elite (1984) Civilization (1991) Background • PCG has a long history in many genres • Various kinds of PCG: TES: Daggerfall (1996) Spelunky (2008-2014) • Solar systems • World map • Dungeon levels • Platforming levels Roguelikes NetHack (1987-2003?) ADOM (1994-Present) • The potential of procedural gen • Replay value, challenge, and Angband (1990-Present(ish)) DCSS(1997/2006-Present) complexity • Roguelites? Roguelikelikes? PDLs? Procedural or Hand-Made? Procedural or Hand-Made? Benefits of Procedural (Dev) • PCG as a time saving system • “Have the game make the levels!” • Quicker than making a large set of hand-made levels? • The effort needed in interesting procedural generation algorithms • Ensuring level solvability… Benefits of Procedural (Dev) • PCG systems can create emergent gameplay • Challenges or situations the developers could not have anticipated • “Simulationism” in PCG (e.g. NetHack) • Allows for player discovery… • …but risks imbalance? Benefits of Procedural (Dev) • Historically, PCG was also used to handle memory issues and technical constraints • Less relevant these days… or is it? • No Man’s Sky, URR, etc • Low saved content, replicability, seeds… Benefits of Procedural (Player) • Replay value: the game is “the same” on a meta-level, but the specifics vary each playthrough • The player doesn’t learn a level or enemy or item location, but the possibility space • Game feels fresh and new… Benefits of Procedural (Player) • …but the player can still learn • Many PCG games have very high skill ceilings • Challenging and compelling to master, and cannot simply be rote- learned • However, some players struggle with this learning process (e.g. -
Ptolus: the Spire Table of Contents
™ THE SPIRE By SampleMonte fileCook ® WWW.PTOLUS.COM 2 PTOLUS: THE SPIRE TABLE OF CONTENTS INTRODUCTION ■ Introduction Where Do I Start? . .4 Page Numbering . .4 The Worst Place in the World . .5 Acknowledgments . .5 What is Ptolus? . .5 ABOVE THE CITY ■ Goth Gulgamel Fortress Layout . .8 Goth Gulgamel Scenarios . .20 Inhabitants . .6 1. Main Entrance . .8 Recovery Mission . .20 Soul Riders . .6 2. Razorwire Tunnel . .8 Find the Staff of the Magi . .20 Ochremeshk . .6 3. Tower of the Guardians . .8 Getting to Dreta Phantas . .20 Urthon Aedar . .7 4. Ghul’s Tower . .8 The Nature of Goth Gulgamel . .7 5. Ancient Armories . .8 ■ Jabel Shammar Reaching and Entering 6. Old Barracks . .9 The Look and Feel of Goth Gulgamel . .7 7.Sample Hall of Shadows file . .9 Jabel Shammar . .21 Walls, Doors, and Décor . .7 8. Tower of the Harrowing . .10 The Nature of Jabel Shammar . .22 The Dread . .7 9. Courtyard and Side Magical Effects . .22 Extradimensional Spaces . .7 Entrance . .10 The Malignancy . .23 The Utterdark . .7 10. Old Storage . .10 Malefic Masks . .25 11. Old Temple . .10 Entering Jabel Shammar . .25 12. Chamber of Cold . .10 Misbegotten Tower . .26 13. Lookout Tower . .10 Level 1: Storehouse . .26 14. Path of Burning Souls . .11 Level 2: Entry . .27 15. Passage to the Orc Caves .12 Level 3: Guardians . .27 16. Minor Vault . .12 Level 4: Laboratory . .27 17. Blood Temple . .12 Level 5: Custodians . .28 18. Blood Priest . .13 Level 6: Trophies . .29 19. The Laboratory . .13 Level 7: Misbegotten Master .29 20. Lair of the Rakshasa Tower of Blasphemy . -
Dungeon Crawl Player's Guide (Paul Shoemaker).Pdf
PLAYER’S GUIDE Based on the game Telengard © 1982 by Avalon Hill For the Tandy Color Computer Additional design, programming, production and marketing by Paul Shoemaker Copyright 2019 2 DUNGEON CRAWL 3 CAN YOU BECOME A LEGEND? Welcome to Dungeon Crawl, brave adventurer! Many before you have descended into the dark dungeon, never to be heard from again. The few who have returned tell tales of horror and despair – but also of great treasure and magic. Do you have the courage to try? LOADING INSTRUCTIONS Dungeon Crawl will run on a Tandy Color Computer 1, 2 or 3 with a minimum of 64K RAM. The game is provided as two DSK images: A Play Disk and a Map Disk. If you have a CoCoSDC or DriveWire configuration, mount the Play Disk into drive 0 and the Map Disk into drive 1. With both disks mounted, type: RUN “RUNME” and press [ENTER]. Dungeon Crawl uses the PMODE 4 hi-res screen but does not utilize the red/blue artifact colors in its artwork. While the game looks just fine on any video monitor or TV, it looks best with no artifacting, such as on a Color Computer 3 using an RGB monitor. If you have a CoCoVGA installed in your CoCo 1 or 2, disable artifact colors by pressing the right-hand CoCoVGA switchboard button five times after the title screen has loaded. 4 OBJECTIVE Dungeon Crawl is a real time fantasy role-playing game where you control a character that you create. As you direct your character into the dungeon depths, over time you will grow stronger, gain more powerful spells and find better equipment.