26. Second Week of the Pivot ATHAR TRIAL SPLITS FACTION
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Welcome to the Great Ring
Planescape Campaign Setting Chapter 1: Introduction Introduction Project Managers Ken Marable Gabriel Sorrel Editors Gabriel Sorrel Sarah Hood Writers Gabriel Sorrel Sarah Hood Layout Sarah Hood 1 There hardly seem any words capable of expressing the years of hard work and devotion that brings this book to you today, so I will simply begin with “Welcome to the planes”. Let this book be your doorway and guide to the multiverse, a place of untold mysteries, wonders the likes of which are only spoken of in legend, and adventurers that take you from the lowest depths of Hell to the highest reaches of Heaven. Here in you will leave behind the confines and trappings of a single world in order to embrace the potential of infinity and the ability to travel Introduction wherever you please. All roads lie open to planewalkers brave enough to explore the multiverse, and soon you will be facing wonders no ordinary adventure could encompass. Consider this a step forward in your gaming development as well, for here we look beyond tales of simple dungeon crawling to the concepts and forces that move worlds, make gods, and give each of us something to live for. The struggles that define existence and bring opposing worlds together will be laid out before you so that you may choose how to shape conflicts that touch millions of lives. Even when the line between good and evil, lawful and chaotic, is as clear as the boundaries between neighboring planes, nothing is black and white, with dark tyrants and benevolent kings joining forces to stop the spread of anarchy, or noble and peasant sitting together in the same hall to discuss shared philosophy. -
Planescape Part One: Sigil by Cutter
Planescape Part One: Sigil By Cutter Welcome to Sigil, the City of Doors! The centre of the Planes and the local multiverse too. Sitting on the inside of a giant torus that itself floats above an infinitely tall mountain at the centre of the very plane of neutrality itself – the Concordant Domains of the Outlands. Here neutrality is enforced. Gods are barred from the city, and the Lady of Pain takes very aggressive steps to make sure nobody drags Sigil into the troubles outside. It is even a haven from the Blood War. Unfortunately, this means many, many criminals and troublemakers from outside land come here as a last resort. ‘Course, not everyone’s here of their own free choice. Sigil’s ridded in doors to other planes, and sometimes a local from outside falls in. What got them in Sigil rarely is what gets them out of Sigil, and they’re stuck here until they find a door back home. These planar doors all throughout Sigil would make it the most valuable place in the multiverse to hold. Master Sigil, you can master the Planes. But the Lady won’t let that happen. Piss her off and the best thing you can hope for is being locked in an extradimensional maze unable to die of age, hunger, or thirst. The unlucky ones get flayed alive in an instant. But on the bright side, you’ll see all kinds of things in Sigil. A devil and a demon (don’t call ‘em that, trust me) having friendly drinks in a bar. -
Bride of Portable Hole: the Book of Neurotic Fantasy
BrideBride ofof PorPortabletable HoleHole TThhee BBooookk ooff NNeeuurroottiicc FFaannttaassyy ChainmailChainmail Bikinis!Bikinis! PrestigelessPrestigeless Classes!Classes! WeaPuns!WeaPuns! BeaverBeaver hunting!hunting! and the return of the Flumphinomicon,Flumphinomicon, Poodlemancy,Poodlemancy, BEER,BEER, Orcs,Orcs, andand PIE!PIE! this page intentionally left blank TheThe BookBook ofof NeuroticNeurotic FantasyFantasy CREDITS TABLE OF CONTENTS Written by M Jason Parent & Denise Robinson with d200 Result Chad Barr, Arthur Borko, Leonard “Half-Mad” Briden, Cameron “Fitz” Burns, Matt B Carter, Mike Chapin, Michael 00 Cover Dallaire, Mike “Ralts” Downs, Danny S Dyche, Horacio 01 Credits & Table of Contents Gonzales, Gareth Hanrahan, Brannon Hollingsworth, Neal 02-003 Introductions Levin, Peter Lustig, Joe Mucchiello, Shawn “Zanatose” 04-005 Eric and the Dread Gazebo Muder, Ryan Nock, Hong Ooi, M Jason Parent, Darren 06-442 Prestigeless Classes Pearce, Stefan Pietraszak, Charles Plemons III, Johnathan M. 44-552 Feats Richards, Chris Richardson, Chrystine Robinson, Geneviève 54-778 Encounters Robinson, W. Shade, John Henry Stam, Samuel Terry, Beau 54-60 Return to the Orc & the Pastry Yarbrough, Zjelani 61-66 Revenge of the Orc & the Pastry 67-68 Lost Penguin Colony 69-71 Himover, Poodlemancer 72-75 Elemental Plane of Candy Illustrations by 76-77 Deus Ex Machina Tony ìSquidheadî Monorchio 78-1101 Monsters 78-85 Flumphonomicon with 86-94 Monsters of the Metagame Matthew Cuenca, Johnathan Fuller, J.L.Jones, Kayvan Koie, 95-101 Templates Frank -
PSCS Chapter 8
Planescape Campaign Setting DM’s Dark Chapter 9: DM’s Dark Project Managers Sarah Hood Editors Gabriel Sorrel Sarah Hood Andy Click Writers Janus Aran Dhampire Orroloth Rip Van Wormer Chef‘s Slaad Nerdicus Bret Smith Charlie Hoover Galen Musbach W. Alexander Michael Mudsif Simson Leigh Smeazel Mitra Salehi Sarah Hood Layout Sarah Hood 1 Well, by now a canny cutter like yourself is itching to gather your favorite victi—ahem—players, and start running a game. Of course, if you‘re completely green to the task you could always use a little bit of advice on where to start. And if you‘re old-hat, a little bit of a refresh DM’s Dark couldn‘t hurt, now could it? This chapter of the PSCS aims to help any new GMs out there who don‘t have anyone locally they can turn to for advice on some of the common or stereotypical problems with a planar game. We‘ve tried to cover the major ‗issues‘ that creep up for bashers lost in a sea of clueless, and of course if you have a question that isn‘t answered here, please feel free to drop by Planewalker.com and we‘ll be glad to give some extra advice. Preparing the Game Starting advice for a Planescape campaign is the same as it is for any other game really: Define what sort of a campaign you‘re looking to run. A planar campaign can have as wide or as narrow a scope as you like, and any sort of tone that you care to adopt. -
Tomb of Horrors | Dungeons & Dragons
TOMB OF HORRORS™ ROLEPLAYING GAME ADVENTURE Ari Marmell • Scott Fitzgerald Gray CRED1TS Design Art Director Ari Marmell (lead), Scott Fitzgerald Gray Mari Kolkowsky Development Cover Illustration Stephen RadneyMacFarland (lead), Ralph Horsley Stephen Schubert Graphic Designers Editing Keven Smith, Emi Tanji Cal Moore (lead), Miranda Horner Additional Graphic Design Managing Editing leon Cortez Kim Mohan Interior Illustrations Director of D&D R&D and Book Publishing Kerem Beyit, Zoltan Boros & Gabor Szikszai, Bill Siavicsek Nicole Cardiff, Vincent Dutrait, Steve Ellis, Jason A_ Engle, Warren Mahy, Vincent Proce, D&D Creative Manager Franz Vohwinkel Christopher Perkins Cartographer D&D Design Manager Jason A. Engle James Wyatt Publishing Production Specialist D&D Development and Editing Manager Erin Dorries Andy Collins Prepress Manager D&D Senior Creative Art Director Jefferson Dunlap Jon Schindehette Imaging Technician Carmen Cheung Production Manager Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS" rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zeb" Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620·25385000001 EN U.S., CANADA, ASIA, PACIFIC , EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 Fi rst Printing: Wizards ofthe Coast LLC Caswell Way 1702 GrootBijgaardcn P.O. Box 707 Newport, Gwent NP9 OYH -
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. -
BEYOND COUNTLESS DOORWAYS a Book of Planes by Monte Cook, Wolfgang Baur, Colin Mccomb, and Ray Vallese
® BEYOND COUNTLESS DOORWAYS A Book of Planes By Monte Cook, Wolfgang Baur, Colin McComb, and Ray Vallese Uses the Third Edition rules, including updated material from the v. 3.5 revision. Additional Credits Editing: Sue Weinlein Cook and Ray Vallese Production: Sue Weinlein Cook Cover Illustration: rk post Interior Illustrations:SampleKevin Crossley, file Eric Lofgren, and Tyler Walpole Cartography: Ed Bourelle Proofreading: Michele Carter Cover and Interior Page Design: Peter Whitley Playtesting: Michele Carter, Sue Cook, Bruce Cordell, Jesse Decker, Erik Mona, and Chris Perkins For supplemental material, visit Monte Cook’s Website: <www.montecook.com> Planescape® and Wizards of the Coast® are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission. All rights reserved. Malhavoc is a registered trademark and Eldritch Might is a trademark owned by Monte J. Cook. Sword & Sorcery and the Sword & Sorcery logo are trademarks of White Wolf Publishing, Inc. All rights reserved. All other content is ©2004 Monte J. Cook. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This edition of Beyond Countless Doorways is produced under version 1.0a and/or draft versions of the Open Game License and the System Reference Document by permission of Wizards of the Coast. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game License, version -
Rapture Rapture
RRaptureapture Contents AN INTRODUCTION .................................................................................. 2 Including the Background of this story, a Summary of the Adventure, notes on Preparing for Play, and a word on the Factions Involvement. CHAPTER I: TANARRI INVASION ................................................................. 8 In which our Heroes find out that Sigil is not safe from fiends invasion and accidentally land in the Abyss. CHAPTER II: IN THE ABYSS ..................................................................... 14 In which our Heroes explore the 523rd layer of the Abyss and find there helpful Petitioners. CHAPTER III: MOUNT CELESTIA ............................................................. 24 In which our Heroes enter the Powers realm, are attacked by an Inquisitor, and meet the Deva named Morningstar. CHAPTER IV: PRIME CONCERNS .............................................................. 30 In which our Heroes visit the Holy City of Dratsum and witness the zealous attitude and blind faith of the Natives. CHAPTER V: THE FORBIDDEN TEMPLE ...................................................... 34 In which our Heroes enter the Holy Temple,and battle with Devas on their way to the Rod of Divinity. CONCLUSION ........................................................................................ 40 In which our Heroes battle the Power and rescue the world by destroying it. Credits Designer: Greg Jensen ª Editor: Feniks Interior Artists: Andy, Chris Appelhans, Bruno Rubio, Derrick Schommer -
Pathfinder Module: the Moonscar
he oonscar CREDITS Author • Richard Pett Cover Artist • Jorge Fares Cartography • Robert Lazzaretti Interior Artist • Tyler Walpole Creative Director • James Jacobs Managing Editor • F. Wesley Schneider Development • Mark Moreland Editing • Judy Bauer, Logan Bonner, and Christopher Carey Editorial Assistance • Jason Bulmahn, Adam Daigle, Rob McCreary, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and James L. Sutter Editorial Intern • Jerome Virnich Senior Art Director • Sarah E. Robinson Graphic Designer • Andrew Vallas Production Specialist • Crystal Frasier Publisher • Erik Mona Paizo CEO • Lisa Stevens Vice President of Operations • Jefrey Alvarez Director of Sales • Pierce Watters Finance Manager • Christopher Self StafAccountant • Kunji Sedo Technical Director • Vic Wertz Senior Sotware Developer: Gary Teter Campaign Coordinator • Mike Brock Customer Service Team: Cosmo Eisele, Erik Keith, and Sara Marie Teter Warehouse Team: Will Chase, Michael Kenway, Matt Renton, Jef Strand, and Kevin Underwood Website Team: Ross Byers, Liz Courts, Lissa Guillet, and Chris Lambertz The Moonscar is a Pathinder Module designed fo r fo ur 16th-level characters and uses the medium XP advancement track. This module is designed fo r play in the Pathinder campaign setting, but can easily be adapted fo r use with any world. This product makes use of the Patinder RPG Core Rulebook, Patinder RPG Advanced Player's Guide, Patinder RPG Bestiary, Pathinder RPG Bestiary z, Pathinder RPG Bestiary 3, and Pathinder RPG GameMastery Guide. These rules can be fo und online as part oft he Pathinder Roleplaying Game Reference Document at paizo.comfprd. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathinder Roleplaying Game and the 3·5 edition of the world's oldest fantasy roleplaying game. -
DRAGON Magazine
DRAGON 1 77 30 SPECIAL ATTRACTION 47 The House in the Frozen Lands James Adams An AD&D® game adventure for investigative characters 47 Publisher OTHER FEATURES Mike Cook 8 The Cult of the Dragon Ed Greenwood Editor-in-Chief Dragons can be liches, too heres how Kim Mohan Editorial staff 16 For better or Norse: I Joel McGraw Patrick Lucien Price Expanding one of the most popular pantheons . Roger Moore 24 For better or Norse: II Carl Sargent Editorial assistance . and re-examining some of its most famous members Eileen Lucas Art, graphics, production 30 All about Elminster Ed Greenwood Roger Raupp Several pages from the life story of our favorite sage Kim Lindau 38 The role of computers Hartley and Pattie Lesser Subscriptions The debut of a column covering computers and game software Pat Schulz Advertising 44 Dragon damage revisited Leonard Carpenter Mary Parkinson Finishing the job we started a year ago Contributing editors 66 The Wizards Boy Nancy Varian Berberick Ed Greenwood A young thief learns about life and magic, the hard way Katharine Kerr This issue's contributing artists Kevin Davies THE ARES SECTION Larry Elmore Marvel Bullpen Valerie Valusek 78 Knowledge is Power John M. Maxstadt Jim Holloway Roger Raupp Skills and areas of knowledge for the GAMMA WORLD® game Richard Tomasic David LaForce Denton Elliott Bob Eggleton 84 The MARVEL®-Phile Jeff Grubb David Trampier Joseph Pillsbury Meet Ghost Rider . and three more of the same 88 Going for a Swim? William Tracy Deep sea adventuring guidelines for STAR FRONTIERS® characters 92 Piece of the Action Ken Tovar Gangsters and gats in PARANOIAs Alpha Complex DEPARTMENTS 3 Letters 64 TSR Previews 97 Dragonmirth 4 World Gamers Guide 94 Gamers Guide 98 Snarfquest 6 The forum 96 Convention calendar 101 Wormy COVER For the second issue in a row, we welcome a new artist to the cover of DRAGON Magazine. -
Collectors Checklist by Richard © 2001, Version 2.7
Dungeons&Dragons Collectors Checklist by Richard © 2001, version 2.7 Well met and welcome to the Collectors Checklist! I made this checklist for myself to keep track of what TSR products I own. Many times was I in the position to photocopy (“Xerox”) a module or booklet that the owner didn’t wish to sell. So gradually my collection expanded with not only genuine products but also with photocopies. Since the coming of the officially digitized classic products (PDF) it is even harder to keep track of what product you own in what format. With the Collectors Checklist you will be able to sort your whole Dungeons&Dragons collection, no matter what the format is! For those out there who haven’t got a clue, here’s how to use the Collectors Checklist: TSR-Code : The product’s publishing code Sub-Code : When a product belongs to a specific group of products it carries this code Title : The product’s title (dah!) Hardcopy : Check this if you have the original item Copy : Check this if you have a copy (Xeroxcopy for instance) of the original product PDF : Check this if you have a digital copy(.pdf/.doc/etc.) of the original product HINT: you can even write down the number when you own more than one copy of a product ; ) If you think any items are missing, please mail me at [email protected] . Feel free to copy/share/print this list. Please visit these websites for the best Dungeons&Dragons archives on the Internet : http://www.acaeum.com http://home.flash.net/~brenfrow/index.htm . -
Magical Realism and the Space Between Spaces
Utah State University DigitalCommons@USU All Graduate Theses and Dissertations Graduate Studies 5-2012 Magical Realism and the Space Between Spaces Dallin J. Bundy Utah State University Follow this and additional works at: https://digitalcommons.usu.edu/etd Part of the English Language and Literature Commons Recommended Citation Bundy, Dallin J., "Magical Realism and the Space Between Spaces" (2012). All Graduate Theses and Dissertations. 1309. https://digitalcommons.usu.edu/etd/1309 This Thesis is brought to you for free and open access by the Graduate Studies at DigitalCommons@USU. It has been accepted for inclusion in All Graduate Theses and Dissertations by an authorized administrator of DigitalCommons@USU. For more information, please contact [email protected]. MAGICAL REALISM: THE SPACE BETWEEN SPACES by Dallin Jay Bundy A thesis submitted in partial fulfillment of the requirements for the degree of MASTER OF ENGLISH in English Approved: _________________________ _________________________ Charles Waugh PhD Michael Sowder PhD Major Professor Committee Member _________________________ Brock Dethier PhD Committee Member _________________________ Mark R. McLlellen Vice President for Research and Dean of the School of Graduate Studies UTAH STATE UNIVERSITY Logan, Utah 2010 i Copyright © Dallin Jay Bundy 2012 All Rights Reserved ii ABSTRACT Magical Realism and the Space Between Spaces by Dallin Jay Bundy, Master of Arts Utah State University, 2012 Major Professor: Charles Waugh PhD Department: English Magical realism comes from Franz Roh, a german art historian and critic, who first used the term to describe the Post-Expressionism movement in visual art. His seminal writings and definitions on Post-Expressionism, then known as magical realism, were translated into Spanish and made available to Latin America in the mid twentieth century.