Dc Book Collection Ii
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Sample File Credits and Legal Stuff
Sample file Credits and Legal Stuff The ALGERNON Files 3.0: Carapace Writing and Design: Aaron Sullivan Printed in the USA Editing: Glenn Hall and Leon Chang Wordmonkey Studios Graphic Design: Eloy Lasanta 8703 Pitch Pine Way Art: Alex Williamson Louisville, KY 40228 Publisher: Wordmonkey Studios Email: [email protected] Web Site: www.wordmonkeystudios.com The ALGERNON Files 3.0: Carapace is ©2015 Wordmonkey Studios. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-Powered by M&M, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC. The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: hero points, power points. All characters and their associated images, descriptions, backgrounds, and related information are declared Product Identity. The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity. Earth-Prime, Emerald City, Freedom City, and all associated character names, place names, and descriptions are copyright and Product Identity of Green Ronin Publishing and are used with permission. OPEN GAME LICENSE Version 1.0a 4. Grant and Consideration: In consideration for agree- 14 Reformation: If any provision of this License is held to The following text is the property of Wizards of the ing to use this License, the Contributors grant You a perpet- be unenforceable, such provision shall be reformed only to Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ual, worldwide, royalty-free, non-exclusive license with the the extent necessary to make it enforceable. -
SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
Plot and Poison: a Guidebook to Drow Matthew Sernett 2002
Plot and Poison: A Guidebook to Drow Matthew Sernett 2002 2002 0972359923, 9780972359924 Plot and Poison: A Guidebook to Drow Green Ronin Publishing, 2002 160 pages Matthew Sernett Descend into the depths and learn the secrets of the wickedest race in the Underdark, the drow. Third in Green Ronin's Races of Renown series, Plot and Poison is a rules toolkit for players and gamemasters alike. Dragon Magazine editor Matthew Sernett delves deep into the heart of the drow, providing a book packed with new options. In addition to Races of Renown essentials like new spells, domains, prestige classes, magic items, and feats, Plot and Poison adds four new subraces, a complete drow pantheon, and power components, a new way to enhance spells. From the gorgeous cover from 3E concept artist Todd Lockwood to the detailed NPC stats of the appendix, Plot and Poison is your indispensable guide to elves you love to hate. file download fabyhoh.pdf 2009 Jason Bulmahn 560 pages ISBN:1601251505 Core Rulebook Games Pathfinder Roleplaying Game Become a brave adventurer exploring treacherous ruins, battling fearsome monsters, and making a name for yourself in a world beset by magic and evil! This Core Rulebook ISBN:0972675604 112 pages Bastards and Bloodlines Games Owen K. C. Stephens A Guidebook to Half-breeds Dec 1, 2002 Fantasirollespil Guidebook Extinction Fiction ISBN:9780786935963 The New York Times best-seller is now in paperback! Now available in paperback, Extinction is the fourth title in the epic Forgotten Realms series about one of the most popular Lisa Smedman Feb 1, 2005 371 pages Plot and Poison: A Guidebook to Drow pdf 80 pages Unholy Warrior's Handbook A Master Class Sourcebook for the D20 System Apr 1, 2003 Robert J. -
|||GET||| Ship of Death 1St Edition
SHIP OF DEATH 1ST EDITION DOWNLOAD FREE Billy G Smith | 9780300199239 | | | | | Ship of Death The Gem and the Staff. Dragon Mountain. Lucas Ward marked it as to-read Jan 13, Namespaces Article Talk. Help Learn to edit Community portal Recent changes Upload file. Learn about collecting P. Other editions. The cloth is stretched The Book of Wondrous Inventions. Adventures compiled from Dungeon magazine. Oh build your ship of death. Refresh and try again. Against the Cult of the Reptile God. Readers also enjoyed. Mystery of the Snow Pearls. She is not seen, for there is Ship of Death 1st edition to see her by. Five Shall Be One. Namespaces Article Talk. S —Special [2]. Unable to prove his identity or his eligibility for employment, Gales is repeatedly arrested and deported from one country to the next, by government officials who do not want to be bothered with either assisting or prosecuting him. Dwellers of the Forbidden City. The Mines of Bloodstone. The first published adventure ever. Retrieved Nov 3, E Mail lastingwords btconnect. Showing A shipping magnate coverts his giant oil tanker into a floating home for the United Nations. Howl From the North. A book may have more than one first edition in White Wolf Magazine. Ask Seller a Question. Read more Wikipedia list article. They can also form an extended campaign following T and followed by G. Dragons of War. Read more V Build then the ship of death, for you must take the longest journey, to oblivion. A few small closed tears to edges. Ranked 10th greatest adventure of all time. -
Fantasy Adventure Game Expert Rulebook
TABLE OF CONTENTS Reference Charts from D&D® Basic X2 Character Attacks X26 PART 1: INTRODUCTION X3 Monster Attacks X26 How to Use This Book X3 PART 6: MONSTERS X27 The Scope of the Rules X3 MONSTER LIST: Animals to Wyvern . X28 Standard Terms Used in This Book X3 PART 7: TREASURE X43 Assisting A Novice Player X3 Treasure Types X43 The Wilderness Campaign X3 Magic Items X44 High and Low Level Characters X4 Explanations X45 Using D&D® Expert Rules With an Early Swords X45 Edition of the D&D® Basic Rules X4 Weapons and Armor X48 PART 2: PLAYER CHARACTER INFORMATION X5 Potions X48 Charts and Tables X5 Scrolls X48 Character Classes X7 Rings X49 CLERICS X7 Wands, Staves and Rods X49 DWARVES X7 Miscellaneous Magic Items X50 ELVES X7 PART 8: DUNGEON MASTER INFORMATION X51 FIGHTERS X7 Handling Player Characters X51 HALFLINGS X7 Magical Research and Production X51 MAGIC-USERS X7 Castles, Strongholds and Hideouts X52 THIEVES X8 Designing a Dungeon (recap) X52 Levels Beyond Those Listed X8 Creating an NPC Party X52 Cost of Weapons and Equipment X9 NPC Magic Items X52 Explanation of Equipment X9 Designing a Wilderness X54 PART 3: SPELLS Xll Wandering Monsters X55 CLERICAL SPELLS Xll Travelling In the Wilderness X56 First Level Clerical Spells Xll Becoming Lost X56 Second Level Clerical Spells X12 Wilderness Encounters X57 Third Level Clerical Spells X12 Wilderness Encounter Tables X57 Fourth Level Clerical Spells X13 Castle Encounters X59 Fifth Level Clerical Spells X13 Dungeon Mastering as a Fine Art X59 MAGIC-USER AND ELF SPELLS X14 Sample Wilderness Key and Maps X60 First Level Magic-User and Elf Spells SampleX14 fileHuman Lands X60 Second Level Magic-User and Elf Spells X14 Non-Humans '. -
Dragon Magazine
May 1980 The Dragon feature a module, a special inclusion, or some other out-of-the- ordinary ingredient. It’s still a bargain when you stop to think that a regular commercial module, purchased separately, would cost even more than that—and for your three bucks, you’re getting a whole lot of magazine besides. It should be pointed out that subscribers can still get a year’s worth of TD for only $2 per issue. Hint, hint . And now, on to the good news. This month’s kaleidoscopic cover comes to us from the talented Darlene Pekul, and serves as your p, up and away in May! That’s the catch-phrase for first look at Jasmine, Darlene’s fantasy adventure strip, which issue #37 of The Dragon. In addition to going up in makes its debut in this issue. The story she’s unfolding promises to quality and content with still more new features this be a good one; stay tuned. month, TD has gone up in another way: the price. As observant subscribers, or those of you who bought Holding down the middle of the magazine is The Pit of The this issue in a store, will have already noticed, we’re now asking $3 Oracle, an AD&D game module created by Stephen Sullivan. It for TD. From now on, the magazine will cost that much whenever we was the second-place winner in the first International Dungeon Design Competition, and after looking it over and playing through it, we think you’ll understand why it placed so high. -
Mutants & Masterminds
SOURCEBOOK GRR2011e LUCIEN SOULBAN · GREEN RONIN PUBLISHING SOURCEBOOK A refitted VTOL Carnival Air-freighter lumbers through the air like an overfed bumblebee, sluggish and heavy on the noise. You sit onboard, waiting to land. Not since the Atlanta Boys Convoy of 1934, when the government loaded 52 hardened criminals into a train and shipped them out to “inaugurate” Alcatraz Island, has secrecy and security been this heavy. For Super-Con Air, however, this is business as usual. The Carnival is the workhorse of convict transports; she can normally carry 23 passengers along with 22 tons of cargo, but following the refit, she’s hefting two additional power plants and space for 10 powered felons… eight awake and two asleep. Awake, you sit in reinforced cage called “The Egg,” because that’s what it looks like. The Egg suppresses active power fields and locks you down in sensory deprivation for the trip. It’s a blackout of your senses, designed to keep you off- balance when they finally transfer you out. Asleep, the Department of Justice deems you too powerful to risk handling. You’re probably a Type IV or V, and that makes folks nervous enough to crank you out in a hotsleep coffin. You won’t wake up until you’re imbedded 200 meters deep inside “the Mountain.” You feel like you’ve been in the dark for years before someone nudges your Egg. That’s just the VTOL setting down on the landing pad. A few minutes later, there’s motion again. They’ve disconnected your Egg from its suspension struts aboard the Carnival, and they’re wheeling you down the jet’s back ramp. -
Alene I Katakombene – Heltedrømmer I Enbrukerrollespill
Alene i katakombene – heltedrømmer i enbrukerrollespill Tarald Reinholt Aas Masteroppgave i medievitenskap Institutt for medier og kommunikasjon Universitetet i Oslo Høsten 2004 2 3 4 Sammendrag I denne oppgaven skal jeg ta for meg hvordan det databaserte enbrukerrollespillet har utviklet seg fra tradisjonelle penn- og papirbaserte terningrollespill. Et nødvendig steg i denne utviklingen var angivelig å tilpasse den tradisjonelle rollen som før ble innehatt av en menneskelig spilleder til en ny og databasert spilleform. Rollen som spilleder ble langt på vei automatisert og usynliggjort på datamaskinen, men mistet samtidig mye av sitt improviserende vesen. Det vil derfor være interessant å se hvordan transformasjonen fra en analog til en digital verden har innvirket på spillbarheten til de databaserte rollespillene. Med utgangspunkt i spillene Baldur’s Gate (1998) og Morrowind (2001), skal jeg granske hvilke muligheter brukeren har til å skreddersy en spillkarakter og siden anvende denne fritt innen spillverdenen. En dårlig spillbarhet vil etter min mening komme til syne nettopp gjennom begrensninger pålagt denne karakteren. Summary This thesis deals with how the single player-based computer role-playing game have evolved from traditional pen-and-paper-based role-playing games. A crucial part in this development seemingly was to adapt the traditional role of the human game master to a new, computerized playing style. When transferred to the computer, the game master virtually disappeared into game, becoming a robotic force, thus losing much the improvising style contained in a human game master. Therefore, I would like to see how the transformation from an analog to a digital world might have affected the playability of single player computer role-playing games. -
Visions Visions
CC07 Special Edition Release Gothic Visions BY TIMOTHY K. WICKHAM WITH THE LEGENDARY GAMES ARTISTS FOREWARD BY CLARK PETERSON MAKE YOUR GAME LEGENDARY! An illustration book designed to enhance any horror-themed game but especially for use with Legendary Games’ line of Gothic Adventure Path Plug-Ins. Gothic Visions contains full-page and half-page print-ready illustrations from every Gothic Adventure Path product for use as visual aids when running our adventures or using our products in conjunction with campaigns of your own design. • 3 • Credits • 4 • An Old School Halloween Present BY CLARK PETERSON • 5 • Welcome to Adventure Path Plug-Ins BY JASON NELSON • 6 • Treasury of the Macabre ART by COLBY STEVENSON • 12 • DITION RELEASE Gothic Heroes: Pregenerated Characters E ART by HUGO SOLIS; CARTOGRAPHY by ROB LAZZERETTI PECIAL • 22 • S The Murmmuring Fountain ART by COLBY STEVENSON; CARTOGRAPHY by ROB LAZZERETTI • 26 • GOTHIC VISIONS: The Fiddler’s Lament ART by COLBY STEVENSON HAM K • 30 • Tomes of Ancient Knowledge HY K. WIC T ART by COLBY STEVENSON TIMO • 34 • Construct Codex ART by COLBY STEVENSON anD JASON JUTA • 42 • Bios • 43 • Legal ©2012 Legendary Games. Permission granted to photocopy this page for personal use only. Gothic Visions Credits Author: Timothy K. Wickham Layout and Design: Timothy K. Wickham Art: Jason Juta, Hugo Solis, Colby Stevenson Cartography: Rob Lazzaretti Foreward: Clark Peterson Legendary Games Team Members: Clinton Boomer, Jason Nelson, Neil Spicer, Greg A. Vaughan and Clark Peterson Special Thanks: Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff and to all the authors of the amazing Carrion Crown Adventure Path! About Legendary Games Legendary Games is an all-star team of authors and designers, coordinated by Clark Peterson of Necromancer Games, Inc. -
Solo Play Reviews
RPG REVIEW Issue #41, December 2018 ISSN 2206-4907 (Online) Solo Play Special Issue Tunnels & Trolls ¼ Fighting Fantasy ¼ Papers & Paychecks ... HeartQuest ¼ D&D 5e Solo Game Interview ¼ Avengers Movie Review and more! 1 RPG REVIEW ISSUE 41 December 2018 Table of Contents ADMINISTRIVIA.........................................................................................................................................................2 EDITORIAL AND COOPERATIVE NEWS................................................................................................................2 THE RECOLLECTIONS OF DELECTI.....................................................................................................................10 TUNNELS & TROLLS SOLO PLAY BESTIARY....................................................................................................13 INTERVIEW WITH PAUL BILMER.........................................................................................................................18 DESIGNER'S NOTES FOR MAGELLINICIA..........................................................................................................24 SOLO PLAY REVIEWS.............................................................................................................................................27 RPGaDAY....................................................................................................................................................................34 THE OTHER SOLO PLAY.........................................................................................................................................47 -
Sample File Death Mitu Girtablili P
TABLE OF CONTENTS and COPYRIGHT INFO HOW TO USE THIS BOOK Setting How To Use This Book . i The setting is modeled loosely on a mix of ancient Middle Eastern Random Encounter Tables . 2 cultural elements; I stripped out and replaced as many Egyptian Key To Random Encounter Tables . 3 borrowings as possible to achieve a more exotic Babylonian/Sumerian New Monsters . 6 flavor . Epics about Gilgamesh, Innanna, and Tammuz were my primary cultural references, especially in developing locale-specific monsters . New Magic Items . 12 None of these encounters are meant to represent actual beliefs and New Spells . 14 practices of these ancient cultures . In fact, many of the names are Maps of Major Encounter Areas mashed together Akkadian, Babylonian or Sumerian terms and words (Area E appears before Area D due to layout considerations) that would make a scholar tear their hair out . That said, hopefully the A) 1-10 Lesser Structures in the City of Essilim . 15 reader will appreciate the attempt to create a desert culture that feels distinctly uniform and different from the “standard” Egyptian model . A) The City of Essilim . 16-17 B) Royal Palace of the Sorceror-Kings (Ilatgasar) . 18-19 Cuneiform correctly refers to both the method of impressing Upper Story . .. 18 wedge-shaped characters into a clay tablet or seal using a stylus, Cellar . 19 and to the script represented by such impressions . In this module, Dungeon . 19 I use the word to mean the resulting characters, symbols, and idea- grams which are created using any method and on any surface (such C) The Tomb of Kings (Alubbat) . -
GAMING GLOBAL a Report for British Council Nick Webber and Paul Long with Assistance from Oliver Williams and Jerome Turner
GAMING GLOBAL A report for British Council Nick Webber and Paul Long with assistance from Oliver Williams and Jerome Turner I Executive Summary The Gaming Global report explores the games environment in: five EU countries, • Finland • France • Germany • Poland • UK three non-EU countries, • Brazil • Russia • Republic of Korea and one non-European region. • East Asia It takes a culturally-focused approach, offers examples of innovative work, and makes the case for British Council’s engagement with the games sector, both as an entertainment and leisure sector, and as a culturally-productive contributor to the arts. What does the international landscape for gaming look like? In economic terms, the international video games market was worth approximately $75.5 billion in 2013, and will grow to almost $103 billion by 2017. In the UK video games are the most valuable purchased entertainment market, outstripping cinema, recorded music and DVDs. UK developers make a significant contribution in many formats and spaces, as do developers across the EU. Beyond the EU, there are established industries in a number of countries (notably Japan, Korea, Australia, New Zealand) who access international markets, with new entrants such as China and Brazil moving in that direction. Video games are almost always categorised as part of the creative economy, situating them within the scope of investment and promotion by a number of governments. Many countries draw on UK models of policy, although different countries take games either more or less seriously in terms of their cultural significance. The games industry tends to receive innovation funding, with money available through focused programmes.