Deities and Demigods Does Not Imbalance the Campaign
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Dungeon Module B4
Dungeon Module B4 T h e Lost City by Tom Moldvay AN ADVENTURE FOR CHARACTER LEVELS 1-3 Lost in the desert! The only hope for survival lies in a ruined city rising out of the sands. Food, water, and wealth await heroic adventurers inside an ancient pyramid ruled by a strange race of masked beings. This module includes a cover folder with maps, and a descriptive booklet with a ready-made adventure for the DUNGEON & DRAGONS® Basic game. It also includes enough information to continue the adventure beyond level 3, using the DUNGEONS & DRAGONS® Expert game rules. DUNGEONS & DRAGONS and D&D are registered trademarks of TSR Hobbies, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR Hobbies (UK) Ltd. © 1982 TSR Hobbies, Inc. All Rights Reserved. © 1 980 TSR Hobbies. Inc All Rights Reserved IS B N 0-93 56 96 -55-5 P R I N TED IN U.S.A. 9049 Dungeons & Dragons® Basic Set Before beginning the adventure, please read the module thoroughly to become familiar with the Lost City. The DM's Background explains the Lost City's history. The Players' Background is to be Dungeon Module B4 read to the players before the adventure begins. In the Encounter Keys, the encounter number matches the location of the encounter on the maps. The boxed encounter information can be THE LOST CITY read aloud to the players at the right time. -
Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie. -
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 '. -
David L. Arneson, Plaintiff Vs. Gary Gygax, Tactical Study Rules, A
UNITED STATES DISTRICT COURT DISTRICT OF MINNESOTA FOURTH DIVISION . ,. DAVID L. ARNESON, Plaintiff vs. Civil Action No. 4-79-109 MEMORANDUM GARY GYGAX, TACTICAL STUDY IN SUPPORT OF DEFENDANTS' RULES, a partnership consisting MOTION TO QUASH SERVICE of Gary Gygax and Brian Blume, OF PROCESS AND DISMISS and TSR HOBBIES, INC. , , a FOR LACK OF PERSONAL corporation, JURISDICTION, AND IN SUPPORT OF DEFENDANTS ' Defendants. ALTERNATE MOTION TO TRANSFER UNDER 28 U. S . C . 51404 (a) TABLE OF CONTENTS Page No. INTRODUCTION ARGUEMENT I. DEFENDANTS' MOTION TO DISMISS AFTER REMOVAL IS PROPER 11. THE BURDEN IS UPON PLAINTIFF TO PROVE THAT THE COURT HAS JURISDICTION OVER EACH OF THE DEFENDANTS, FOR EACH ALLEGED CAUSE OF ACTION, CONSISTENT WITH DUE PROCESS 111. MINNESOTA LONG-AIIM STATUTES 7 IV. THE COURT LACKS PERSONAL JURISDICTION 8 OVER EACH OF THE DEFENDANTS A. The Court Lacks Jurisdiction Over the 8 Non-res ident Individual Defendant, Gary Gygax (1) Jurisdiction over Gygax is not 9 conferred by Minnesota Statutes (2) Jurisdiction over Gygax is not 10 consis tent with due process B. The Court Lacks Jurisdiction Over The 13 Defendant Partnership, Tactical Studies Rules, (Dissolved in November, 1975) (1) Jurisdiction over the Terminated 15 Partnership is not Conferred by Minnesota Statutes (2) Jurisdiction over the Partnership 16 is not Consistent with Due Process (3) Jurisdiction Cannot Be Obtained over 17 A Terminated or Nonexistent Partner- ship C. The Court Lacks Jurisdiction Over The 2.2. Defendant Corporation, TSR Hobbies, Inc. (1) Summary of TSR's Contacts with 2.3 Minnesota (2) Jurisdiction over TSR Hobbies, Inc. -
Case History
Page 1 of 15 Case History: Yinjie Soon STS 145, Winter 2002 Page 2 of 15 Yinjie Soon STS145: History of Computer Game Design Final Paper 12 February 2002 Case History Star Control II: The Ur-Quan Masters In July 1990, the two partners who formed the software company Toys for Bob released their first game, Star Control, under game publisher Accolade for the personal computer system. These two men – Paul Reiche III and Fred Ford – were big fans of science fiction, and in Reiche’s case, fantasy role playing games (especially Dungeons and Dragons). Unsurprisingly, the game had a strong science fiction theme and heavy doses of traditional role-playing elements, wherein the player controlled one of two sides in an effort to either take over the universe as the marauding conquerors of the Ur-Quan Hierarchy, or save the universe as the brave defenders of the Alliance of Free Stars. Star Control effectively interleaved elements of strategy and action; the player tried to outwit the opposing forces in various turn-based inter-planetary strategic scenarios, and subsequently engaged enemy ships in real-time “space melee” one-on-one spaceship dogfights, similar in style to Spacewar, the earliest of video games (Derrenbacker). Many of the sequel’s most interesting elements, such as the unique characteristics of each race’s ships and behaviors, were established in this game and would carry on to Star Control 2. Figures 1a and 1b show some scenes from Star Control, illustrating how advanced some of the graphics from the game were for the time (figure 1a is also an early manifestation of the creators’ sense of humor – the ship shown in the middle of the picture is the flagship of an all-female race of humanoids; the explanation behind the visual is left to the reader’s imagination.). -
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. -
Dragon Magazine #103
D RAGON 1 18 SPECIAL ATTRACTION 48 UNEARTHED ARCANA additions and corrections New pieces of type for those who have the book 35 26 Publisher Mike Cook Editor-in-Chief OTHER FEATURES Kim Mohan 8 The future of the game Gary Gygax Editorial staff How well tackle the task of a Second Edition AD&D® game Patrick Lucien Price Roger Moore 12 Arcana update, part 1 Kim Mohan Art director and graphics Explanations, answers, and some new rules Roger Raupp All about Krynns gnomes Roger E. Moore Subscriptions 18 Finishing our series on the demi-humans of the DRAGONLANCE world Georgia Moore Advertising 26 A dozen domestic dogs Stephen Inniss Mary Parkinson Twelve ways to classify mans best friend Contributing editors The role of books John C. Bunnell Ed Greenwood 31 Reviews of game-related fantasy and SF literature Katharine Kerr This issues contributing artists 35 The Centaur Papers Stephen Inniss and Kelly Adams Robert Pritchard Everything two authors could think of about the horse-folk Larry Elmore Bob Maurus 58 The Wages of Stress Christopher Gilbert Roger Raupp How to handle obnoxious people and make it pay Tom Centola Marvel Bullpen David Trampier Ted Goff Joseph Pillsbury DEPARTMENTS 3 Letters 88 Convention calendar 93 Dragonmirth 4 World Gamers Guide 86 Gamers Guide 94 Snarfquest 6 The forum 89 Wormy COVER Robert Pritchards first contribution to our cover is an interesting piece of artwork and thats always the main factor in deciding whether or not to accept a painting to use. But Roberts choice of a title didnt hurt a bit. -
Sample File You Step from the Cool Shade of the Long Branch Saloon Into the Midd Ay Heat of Promise City
Sample file You step from the cool shade of the Long Branch Saloon into the midd ay heat of Promise City. Loosening your Colt in its holste r. you look down Main Street and spo t the leather and denim-clad stran ger who called you ou t. Citizens of the town scramble for cover as they sense the forthcoming battle. The ou tlaw doesn't look fast enough to match your draw. but ... wait! Your keen eyes catch the unmistakable glint of the sun against gun metal from the roof of the dance hall - the yellow coward has a buddy who's going to shoot you in the back! What will you do? Th ink fast. or you 'II be the next resident of ... BOOT HILL! BOOT HILL is the game of role-playing in the Wi ld West of history and legend. Each player adopts the persona of their characte r. becoming a shift less outlaw robbing banks and stages. a renegade half-breed lead ing Indians on the warpath, a straight-shoot ing sher iff determined to clean up the town. and so on. This boxed version contains a revised and ex panded rules booklet (which now includes ratings for man y of the real-lif e "fastest guns that ever lived"), a campaign map for El Dorad o County ("Somewhere in the Southwest"), percentile dice, and a 34" X 22" map of Promise City. in clud ing a movement grid which ca n be used with the counters provided or by miniatur es. and detailed structure draw ings showi ng door. -
Sample File Beginning
Preface By the light of your torch, you have seen the sparkle of coins and gems. You have pried magical swords from their age-old resting places. Strange beasts have been met and overcome; odd and unexpected friendships have come to light. You are an Adventurer. After each perilous dungeon expedi- tion, you have stepped out into the sun- light to return to your home. But what do you know of the green countryside, the farmers' golden fields, and the land beyond? What of your town, friends and neighbors? Indeed, noble traveler — what do you know of the world? Watch! The world around you is com- ing into focus. More details await your discovery, in places far and near. Your quiet little home town of Threshold is only a beginning; the Duke's mighty capi- tal, Specularum, beckons from the south- ern coast. There you may visit the local marketplace, seeking the stories of for- eign lands brought by caravans and traders. Take a raft downstream, or fol- low a trail into the gnome hills; adventure lurks at every turn. Gather knowledge, wealth and power; you can build a castle, attract followers, and even become ruler of a land. All this lies in your future — and this is only the Sample file beginning. The horses are ready; dawn is break- ing. Whither are we bound? Frank Mentzer May 1983 Earlier Editions and Rule Changes The DUNGEONS & DRAGONS® game, erally understandable version is needed first created in 1974, has changed as more — the volume you now hold, together and more people have played it. -
Dragon Magazine #248
DRAGONS Features The Missing Dragons Richard Lloyd A classic article returns with three new dragons for the AD&D® game. Departments 26 56 Wyrms of the North Ed Greenwood The evil woman Morna Auguth is now The Moor Building a Better Dragon Dragon. Paul Fraser Teaching an old dragon new tricks 74Arcane Lore is as easy as perusing this menu. Robert S. Mullin For priestly 34 dragons ... Dragon Dweomers III. Dragon’s Bestiary 80 Gregory W. Detwiler These Crystal Confusion creatures are the distant Dragon-Kin. Holly Ingraham Everythingand we mean everything 88 Dungeon Mastery youll ever need to know about gems. Rob Daviau If youre stumped for an adventure idea, find one In the News. 40 92Contest Winners Thomas S. Roberts The winners are revealed in Ecology of a Spell The Dragon of Vstaive Peak Design Contest. Ed Stark Columns Theres no exagerration when Vore Lekiniskiy THE WYRMS TURN .............. 4 is called a mountain of a dragon. D-MAIL ....................... 6 50 FORUM ........................ 10 SAGE ADVICE ................... 18 OUT OF CHARACTER ............. 24 Fiction BOOKWYRMs ................... 70 The Quest for Steel CONVENTION CALENDAR .......... 98 Ben Bova DRAGONMIRTH ............... 100 Orion must help a young king find both ROLEPLAYING REVIEWS .......... 104 a weapon and his own courage. KNIGHTS OF THE DINNER TABLE ... 114 TSR PREVIEWS ................. 116 62 PROFILES ..................... 120 Staff Publisher Wendy Noritake Executive Editor Pierce Watters Production Manager John Dunn Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha On the Cover Fred Fields blends fantasy with science fiction in this month's anniversary cover. -
Oddities Found in Old School D&D Rules
Oddities Found In Old School D&D Rules ©J.D. Neal 2012 All Rights Reserved Referring to: Original 1974 Rules Holmes Edited Introductory rules ("Holmes Basic") c. 1977. Moldvay and Cook/Marsh Dungeons & Dragons of c. 1980-1981 1st Edition Advanced Dungeons & Dragons including the Dungeons Master's Guide (DMG) Monster Manual (MM) and Players Handbook (PHB) NOTE: These are not necessarily ERRORS nor FAULTS in the game. No book has ever been perfect 4) A set of booklets compiled by Frank Mentzer with and these were printed before the modern age of publishing started in 1983. The Rules Cyclopedia computers, often from hand written manuscripts which was published in 1991, and was an edited version where typed by someone else which means various of the Mentzer set combined into one book - and translation problems and miss-communications minus various elements. And there was a Classic occurred from the start. They were often laid out by Dungeons & Dragons game offered in 1994 in a manual means, building pages by literally cutting them black box introductory set offering the first five up with razors or scissors and pasting them together levels of experience. with glue and so on. Typo's occurred and fixing them was often hit-or-miss. Some errors were fixed in certain Note that I am referring to D&D, not AD&D. The printings only to reappear again later. Whether or not Advanced D&D rules only saw one edition under Gary something appears as noted can depend on your Gygax and the second edition - while TSR - is not printing of a book. -
Dragon Magazine #100
D RAGON 1 22 45 SPECIAL ATTRACTIONS In the center: SAGA OF OLD CITY Poster Art by Clyde Caldwell, soon to be the cover of an exciting new novel 4 5 THE CITY BEYOND THE GATE Robert Schroeck The longest, and perhaps strongest, AD&D® adventure weve ever done 2 2 At Moonset Blackcat Comes Gary Gygax 34 Gary gives us a glimpse of Gord, with lots more to come Publisher Mike Cook 3 4 DRAGONCHESS Gary Gygax Rules for a fantastic new version of an old game Editor-in-Chief Kim Mohan Editorial staff OTHER FEATURES Patrick Lucien Price Roger Moore 6 Score one for Sabratact Forest Baker Graphics and production Role-playing moves onto the battlefield Roger Raupp Colleen OMalley David C. Sutherland III 9 All about the druid/ranger Frank Mentzer Heres how to get around the alignment problem Subscriptions Georgia Moore 12 Pages from the Mages V Ed Greenwood Advertising Another excursion into Elminsters memory Patricia Campbell Contributing editors 86 The chance of a lifetime Doug Niles Ed Greenwood Reminiscences from the BATTLESYSTEM Supplement designer . Katharine Kerr 96 From first draft to last gasp Michael Dobson This issues contributing artists . followed by the recollections of an out-of-breath editor Dennis Kauth Roger Raupp Jim Roslof 100 Compressor Michael Selinker Marvel Bullpen An appropriate crossword puzzle for our centennial issue Dave Trampier Jeff Marsh Tony Moseley DEPARTMENTS Larry Elmore 3 Letters 101 World Gamers Guide 109 Dragonmirth 10 The forum 102 Convention calendar 110 Snarfquest 69 The ARES Section 107 Wormy COVER Its fitting that an issue filled with things weve never done before should start off with a cover thats unlike any of the ninety-nine that preceded it.