Tales from the Sorcerer Under the Mountain
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MAY 19Th 2018
5z May 19th We love you, Archivist! MAY 19th 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc. -
Dragon Magazine #151
Issue #151 SPECIAL ATTRACTIONS Vol. XIV, No. 6 Into the Eastern Realms: November 1989 11 Adventure is adventure, no matter which side of the ocean you’re on. Publisher The Ecology of the Kappa David R. Knowles Jim Ward 14 Kappa are strange, but youd be wise not to laugh at them. Editor Soldiers of the Law Dan Salas Roger E. Moore 18 The next ninja you meet might actually work for the police. Fiction editor Earn Those Heirlooms! Jay Ouzts Barbara G. Young 22Only your best behavior will win your family’s prize katana. Assistant editors The Dragons Bestiary Sylvia Li Anne Brown Dale Donovan 28The wang-liang are dying out — and they’d like to take a few humans with them. Art director Paul Hanchette The Ecology of the Yuan-ti David Wellman 32To call them the degenerate Spawn of a mad god may be the only nice Production staff thing to say. Kathleen C. MacDonald Gaye OKeefe Angelika Lukotz OTHER FEATURES Subscriptions The Beastie Knows Best Janet L. Winters — Hartley, Patricia, and Kirk Lesser 36 What are the best computer games of 1989? You’ll find them all here. U.S. advertising Role-playing Reviews Sheila Gailloreto Tammy Volp Jim Bambra 38Did you ever think that undead might be . helpful? U.K. correspondent The Role of Books John C. Bunnell and U.K. advertising 46 New twists on an old tale, and other unusual fantasies. Sue Lilley The Role of Computers — Hartley, Patricia, and Kirk Lesser 52 Fly a Thunderchief in Vietnam — or a Silpheed in outer space. -
Dragon Magazine #158
S PECIAL ATTRACTIONS Issue #158 Vol. XV, No. 1 9 Weve waited for you: DRAGONS! June 1990 A collection of lore about our most favorite monster. The Mightiest of Dragons George Ziets Publisher 10 In the D&D® game, no one fools with the dragon rulers and lives for James M. Ward long. Editor A Spell of Conversation Ed Friedlander Roger E. Moore 18 If youd rather talk with a dragon than fight it, use this spell. The Dragons Bestiary The readers Fiction editor Barbara G. Young 20 The gorynych (very gory) and the (uncommon) common dragonet. Thats Not in the Monstrous Compendium! Aaron McGruder Assistant editor 24 Remember those neutral dragons with gemstone names? Theyre 2nd Dale A. Donovan Edition now! Art director Larry W. Smith O THER FEATURES Production staff The Game Wizards James M. Ward Gaye OKeefe Angelika Lokotz 8 Should we ban the demon? The readers respondand how! Subscriptions Also Known As... the Orc Ethan Ham Janet L. Winters 30 Renaming a monster has more of an effect than you think. U.S. advertising The Rules of the Game Thomas M. Kane Sheila Gailloreto Tammy Volp 36 If you really want more gamers, then create them! The Voyage of the Princess Ark Bruce A. Heard U.K. correspondent 41 Sometimes its better not to know what you are eating. and U.K. advertising Sue Lilley A Role-players Best Friend Michael J. DAlfonsi 45 Give your computer the job of assistant Dungeon Master. The Role of Computers Hartley, Patricia and Kirk Lesser 47 The world of warfare, from the past to the future. -
TORG: Space Gods (TORG Roleplaying Sourcebook) by Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra Pdf
TORG: Space Gods (TORG Roleplaying Sourcebook) by Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra pdf DOWNLOAD LINKS (Clickable) ISBN: 0874313244 ISBN13: 978-0874313246 Author: Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra Book title: TORG: Space Gods (TORG Roleplaying Sourcebook) Pages: 118 Publisher: West End Games (November 1, 1991) Language: English Size PDF version: 1844 kb Size ePUB version: 1768 kb Size FB2 version: 1243 kb Other formats: mobi doc rtf mobi The Space Gods sourcebook is part of Torg, an epic game of adventure, magic and altered reality. This volume describes the science-fiction reality of the Akashan realm, where biotech, psionics and non-invasive reality combine to make a unique campaign setting. It features source material on the Akashans, the Comaghatz plague, the Star Sphere, and the realm. Included is gamemaster material on biotechnology, psionics, Akashan reality mechanics, world laws, locations, creatures, and new character templates. Related PDF to TORG: Space Gods (TORG Roleplaying Sourcebook) by Greg Farshtey,Greg Gorden,Ed Stark,Jim Bambra 1. Experiencing the Promises of God : Make His Provision Your Reality by Pat Francis 2. Complete Psionic (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Supplement) by Christopher Lindsay,Bruce R. Cordell 3. The Reality Dysfunction: Expansion - Part II (Part 2) by Peter F. Hamilton 4. Reality of God (Rd 241) by Schubert M. Ogden 5. TORG, Revised and Expanded by Greg Gorden 6. Beyond All Belief: Science, Religion and Reality by Peter Lemesurier 7. Virtual Reality and Augmented Reality Applications in Manufacturing by S.K. Ong,A.Y.C. Nee,Soh K. Ong 8. -
Liste De Modules *D&D
Liste de modules *D&D Liste de modules *D&D La dernière version est disponible sur le site D&D Collection (http://dndcollection.free.fr) Cette liste a été générée le 13/01/2004 Ce document a été créé à l'aide de FPDF Ecrivez à : [email protected] pour tout renseignement ou remarque Page 1 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D Allemand Page 2 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. This site (http://dndcollection.free.fr) is not affiliated with Wizards of the Coast, Inc. Liste de modules *D&D AD&D 1ere Edition Dragonlance N° TSR Code Titre Module PDF Copie DL2 Drachen der Flammen DL1 Drachen der Verzweiflung DL5 Drachengeheimnisses Forgotten Realms N° TSR Code Titre Module PDF Copie I3-5 Wüste der Verdammnis Greyhawk N° TSR Code Titre Module PDF Copie 8609/9 L2 Auf der Spur des Attentäters 8608/0 L1 Begegnung auf dem Knochenhügel Monstrous Arcana N° TSR Code Titre Module PDF Copie 8301 Die Teufel der See Non classés N° TSR Code Titre Module PDF Copie 8650/0 N1 Gegen den Kult des Reptilien-Gottes Règles N° TSR Code Titre Module PDF Copie 8537/6 Monster Handbuch I 8538/5 Monster Handbuch II Mythen & Legenden 8136/1 Spieler Handbuch Page 3 WIZARDS OF THE COAST, D&D, AD&D and all the campaign settings for *D&D are registered trademarks of Wizards of the Coast, Inc. -
EYE of the Serpent
One-on-one or Group Adventure for 1st Level Characters T EYE6y Grama? OF %kmis Abandoned on the roof of the world! The Serpent's Eye beckons, but only the brave will survive the lessons of Hardway Mountain. CONTENTS CREDITS INTRODUCTION 2 How to Use this Module 2 Abbiexiations 2 HARDWAY MOUNTAIN 3 Backgiound 3 Geneid1 Notes 3 CHOICE OF ROUTES 4 Route Phning Chdi I 5 FLIGHT TO THE NEST (Encounter Area 1: Map 1 6 RANDOM ENCOUNTERS 8 ICE HEIGHTS (Encounter Areas 2-8: Map 1) Sample file 9 Encounter Areas 9 MAPS GRAFENVOLK DALE (Encounter Areas 9-22: Map 12 Encouii ter Areas 13 MODULE FOLDER BARROW SWARD (Encounter Areas 23-26: Map 1) 19 Encounter Aieas 19 Playel s' 1Map outsidc Map 1: Hartlway Mount;iiii itisidc SLOUGH MIRES (Encounter Areas 27-34: Map 1) 21 Map 2: Eye 01 the Serpent inside Encounter Areas 21 EYE OF THE SERPENT (Encounter Areas 35-48: Maps 1 & 2) 24 MODULE BOOKLET Reaching the Island 24 The Island 24 Beneath the Island 25 NEW MONSTERS 29 page 14 Mephit 29 Splanxty 30 page 15 page 17 NON-PLAYER CHARACTERS 31 page 20 TSR, Inc. In'. TSR (UK) Ltd. POB 756 The Mill, Rathmore Road Lake Geneva, Cambridge CB14AD WI 53147 United Kingdom This is an outdoor adventure for first level These routings, for example narrow If this module is to be used as a one-on-one AD&DTMcharacters. The module is intend- mountain ledges or short, underground adventurr for a druid, ranger or monk, the ed for one-on-one play by a dungeon tunnels, can be either 'open' (usable by the player should be provided with details of master and a single player, and has been adventurers) or 'closed' (a ledge collapsed the non-player characters who will make designed to provide a suitable starting or a tunnel blocked, for example). -
Dragon Magazine #136
Issue #136 Vol. XIII, No. 3 August 1988 SPECIAL ATTRACTION Publisher Mike Cook 7 Urban Adventures: An orc in a dungeon is a foe. An orc in the city could be mayor. Editor 8 Building Blocks, City Style Thomas Kane Roger E. Moore Is there a fishmonger in this town? This city-builder has the answer. Assistant editor Fiction editor 18 The Long Arm of the Law Dan Howard Robin Jenkins Patrick L. Price Crime and punishment in FRPG cities; or, flogging isnt so bad. 22 Taking Care of Business Anthony D. Gleckler Editorial assistants The merchant NPC class: If you like being rich better than anything else. Eileen Lucas Barbara G. Young 28 A Room for the Knight Patrick G. Goshtigian and Nick Kopsinis Art director Rating the inns and taverns of fantasy campaign worlds. Roger Raupp 34 Fifty Ways to Foil Your Players Jape Trostle Mad prophets, con men, and adoring monsters to vex your characters. Production staff Betty Elmore OTHER FEATURES Kim Janke Lori Svikel 40 The Curse of the Magus fiction by Bruce Boston and Robert Frazier Subscriptions U.S. Advertising Even in exile, a wizard is still the most dangerous of opponents. Pat Schulz Sheila Meehan 46 Arcane Lure Dan Snuffin U.K. correspondents Recharge: One simple spell with a lifetime of uses. Graeme Morris Rik Rose 54 The Golems Craft John C. Bunnell To build a golem, you first need a dungeon full of money. U.K. advertising Dawn Carter Kris Starr 58 Through the Looking Glass Robert Bigelow A look at convention fun, deadlines, and a siege-tower giant. -
Players Helped Develop Computer Games in Britain(Paul Mason)
A Case Study of the Influence of Fandom: How Role-players Helped Develop Computer Games in Britain(Paul Mason) A Case Study of the InÀuence of Fandom: How Role- players Helped Develop Computer Games in Britain Paul Mason Abstract Fandom is widely regarded as a form of excessive consumption, an essentially reactive activity. Work in the ¿eld of fan studies has drawn attention to its creative aspects, but these are still often deemed to be expanding on or embellishing the work of creative professionals. The present study explores the ambiguity of the boundary between fan creators and professional creators in order to illustrate how fans were instrumental in the creation of a new form of expression. It charts aspects of the history of computer games development in the UK, and shows how that development was driven by the interplay between fans and professionals in related ¿elds. Introduction In a basement room at a school in Britain in the early 1970s sits a strange machine. At ¿rst glance it seems to be a large typewriter, but closer inspection reveals it to be a teleprinter. It is connected to the mainframe computer of the city treasurer’s department. A schoolboy is operating the teleprinter, periodically typing in short commands, and then watching intently as the results of those commands are printed out: a grid formed of dots occasionally replaced by other symbols, with some terse accompanying text and data. The boy is playing Blake's 7, attempting to steer the spaceship Liberator and successfully defeat pursuing Federation craft. The teachers at the school are aware of student use of the computer terminal and its teleprinter, but allow it, perhaps because they are unaware that it is being used to play a game, or even because the whole concept of games using computers is so new that it has not yet been recognized as a bad thing. -
THE WARPSTONE INTERVIEW GRAEME DAVIS Questions by John
THE WARP STONE INTERVIEW GRAEME DAVIS Questions by John Foody Graeme Davis was one of WFRP’s original authors, and was involved with its development throughout its time with GW. Many thanks to Graeme for his time. “ I spent the money on beer, and churned out more ravings” Could you give us a brief biography? Sure. I got into RPG’s through acting, in the late 70s. I was a member of the Bracknell Drama Club (plug!!), and some of the other guys worked for ICL in Bracknell (Douglas Brown, if you're reading this, it's all your fault!) and had picked up Caverns and Caterpillars (TM) in college. I went on to college myself, and started sending stuff to White Dwarf, who were in the throes of going monthly at the time, and had put out an appeal for new writers. Amazingly, they printed my ravings, and sent me money. I spent the money on beer, and churned out more ravings. It was a very satisfactory arrangement. I also wrote for TSR UK's magazine Imagine, and for the Fighting Fantasy magazine, Warlock. My first nonmagazine credit was in GW's British Call of Cthulhu supplement, Green and Pleasant Land; I wrote the archaeology section and part of one adventure. Shortly after GW was taken over by Citadel and the design studio moved to Nottingham, I was offered a job working on the development of the new Warhammer roleplaying game. Shortly afterward, Jim Bambra and Phil Gallagher joined GW from TSR UK, and the three of us were responsible for the Enemy Within adventures, up to Death on the Reik. -
Dragon Magazine #144
Issue #144 Vol. XIII, No. 11 Special Attraction April 1989 Everything Youve Ever Wanted To Know About Role-Playing Publisher 11 (Everything that wasnt in the rules, that is.) Mike Cook A Field Guide to Game-Convention Ornithology Skip Williams Editor 12 See any Bull-headed Slashers in your gaming group last evening? Roger E. Moore Cheating Made Easy Jefferson P. Swycaffer Associate editor Fiction editor 20Creative ways to roll dice, measure movements, and enrage your friends Robin Jenkins Barbara G. Young Cheating Made Even Easier Spike Y. Jones Editorial assistant 24If the last article didnt stop you, then youre ready for the big time! Kimberly J. Walter Claydonia Conquers the World! Paul C. Easton Art director 28Clay-O-Rama campaigns; or, My Claydonian is stuck to the ceiling! Lori Svikel Still More Outrages from the Mages John M. Maxstadt Production staff 32Loads of great new spells that only a killer DM could possibly love. Paul Hanchette Betty Elmore Kim Janke Angelika Lokotz Subscriptions U.S. Advertising Other Features Janet L. Winters Sheila Gailloreto Role-playing Reviews Jim Bambra U.K. correspondent 38In the land of cartoon characters, death is a four-letter word. Lyn Hutchin When Gods Walk the Earth Paul Jaquays U.K. advertising 46In Chaosiums RUNEQUEST® game, Divine Intervention is not divine at Dawn Carter Kris Starr all. The Game Wizards James M. Ward 58Bad puns, good games, and free-lance work at TSR, Inc. The Role of Computers Hartley, Patricia, and Kirk Lesser 60Try a fantasy golf course to end all golf courses. Through the Looking Glass Robert Bigelow 70How much damage can a BattleMechs lasers do? Find out in this column. -
Eye of the Serpent AFF 2 Conversion by Skinnyorc
Eye of the Serpent AFF 2 Conversion by SkinnyOrc 1 dwarves, separate from the previous dwarven INTRODUCTION inhabitants). It is suggested that instead the adventure starts at the Eye of the Serpent (UK5) is an AD&D adventure module bottom of the mountain and the PCs are given a mission for 4-6 1st level PCs, published by TSR in 1984. This that requires them to climb it. This has multiple benefits. conversion for Advanced Fighting Fantasy 2 requires the Firstly, being carried there by the Rocs strains belief and original module and this can be purchased at the is highly likely to make the players feel railroaded. Dungeon Masters Guild. Next, as the true nature of the Serpent’s Eye is most The conversion is suitable for four starting AFF2 easily discovered at the top of the mountain, starting characters and can be scaled for larger parties by there means this will likely happen almost immediately. increasing the number of monsters by the same By raising the question of the Serpent’s Eye at the percentage. Six characters would be a 50% increase so beginning of the adventure and the answer only coming opponent numbers would likewise increase by 50%. Due part way through, the players are kept guessing and to the low level of the original module it is not solving the mystery is much more satisfying. recommended to run this adventure for significantly more experienced characters. Lastly, as there are multiple branching paths down the mountain, originally only around a third of the The adventure may be located anywhere in the encounters were likely to be used. -
1447997878722.Pdf
Adventure from the UK for a level 7 elf I TABLE OF CONTENTS BLADE OF VENGEANCE 2 HOMECOMING (Map 1 - areas la-g) 4 Approach to Dorneryll, Dorneryll 4 I Vengeance is Mine 7 THE EMERLAS (Map E - areas 2-20) 8 Storyline: Jim Bambra & Starblooms 8 Phil Gallagher Wandering Monsters, Events 9 Production: Phil Gallagher & Set Encounters 11 TSR UK Design Team The Elfin Smith, Oakendale 11 Vanished Hermit, Fairy Ring 14 Editing: Graeme Morris, Tom Kirby Herbalists 16 Carole Morris The Treanu 17 Typesetting: Phil Gallagher, Paul Circle of Dreams, Scenes of Destruction 18 Cockburn, Kim Daniel Shattered Pillars 19 Artwork: Jeremy Goodwin Cartography: Paul Ruiz THE SHINING ISLE (Map S - areas Sl-S4) 20 Playtesting: Pat Whitehead & Scorbane 22 Gerard Lonergan THE MISTY HILLS (Map E - areas 21-22) 23 Wandering Monsters, Set Encounters 23 LAIR OF KHORDARG (Map K - areas K1-K13) 24 Death of Khordarg, A New Beginning 26 DUNGEONS & DRAGONS and D&D ace m@rnccd trademarks ownd byTSR,lnc ThcTSRlogo. and PRODUCTSOPYOUR IMAGINATION arc tradrmarks owned by TSR. Inc NEW MONSTERS 27 '198+ TSR,Inc. AI1 Rights Rrrcncd. Princcd in USA Shargugh, Flitterlings 27 Faedorne, Silver Warrior 28 TSR, Inc. TSR UK Ltd. POB 756 The Mill Lake Geneva Rathmore Road w153147 Cambridge CB1 4AD USA United Kingdom. LIST OF TABLES 9 I A." Table 1: Wandering Monsters (the Emeilas) Table 2: Mushrooms 15 I Table 3 Wandering Monsters (the Misty Hills) 23 TSR, Inc. PnODUCTS OF YOUR IMAGINATION" LIST OF MAPS Map E - Emerlas Outside Cover Maps 1, 2, 4, 7, 9, 11, 12, 16 & 20 Inside Cover ISBN 0-88038-190-6 Map S Shining Isle Inside Cover 9108 - Map K - Khordarg's Lair Inside Cover Printed in the USA This is an adventure for one player and one south.