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DRAGON Magazine Is Still Read the Ecology of the DRAGON® Magazine (ISSN 0279-6848) Is by the Same Kind of People
D RAGON 1 Publisher: Mike Cook Editor-in-Chief: Kim Mohan On this day. Editorial staff: Roger Raupp Contents Patrick Lucien Price Mary Kirchoff Vol. IX, No. 1 June 1984 Roger Moore On this day in 1976, the first issue of Layout designer: Kristine L. Bartyzel DRAGON® Magazine rolled off the press. SPECIAL ATTRACTION Subscriptions: Mellody Knull (Which day? Oh, sometime in June. When Contributing Editors: Ed Greenwood a magazine has a birthday, it lasts for a Great Stoney . .41 Katherine Kerr month.) Way back then, it was The Ken Rolston All the parts you need to make Dragon without the ®. It was produced Advertising Sales Administrator: a miniature cardboard castle Mary Parkinson by two people, and it was read by a healthy This issues contributing artists: proportion of all the people who were de- voted to the new hobby of fantasy role- Denis Beauvais Harry Quinn Roger Raupp Dave Trampier playing. Dennis Kauth Kurt Erichsen The name is different now, and the staff Jerry Eaton Craig Smith is a little larger, but some things never OTHER FEATURES Jeff Butler Larry Elmore change. DRAGON Magazine is still read The ecology of the DRAGON® Magazine (ISSN 0279-6848) is by the same kind of people. The hobby isnt published monthly for a subscription price of $24 slithering tracker. .9 new any more, and a lot more people are per year by Dragon Publishing, a division of involved in it, but the basic makeup of our Dont look now, but . TSR, Inc. The mailing address of Dragon Publishing for all material except subscription readership is the same now as it was when Familiars with a special use . -
Savage Coast Campaign Book
Savage Coast Campaign Book Credits Design: Tim Beach and Bruce Heard Additional Design: David Gross, Cindi M. Rice, and Ed Stark Editing: Cindi M. Rice Editorial Assistance: Tony Bryant, Jonatha Ariadne Caspian, and Lester Smith Project Coordination: Karen S. Boomgarden Art Coordination: Bob Galica Cover Painting: Paul Jaquays Cartography: John Knecht and Diesel Graphic Design: Heather Le May Based in part on the "Princess Ark" series by Bruce Heard and partially derived from the work of Merle and Jackie Rasmussen. Playtesting and Review: Many people at WarCon, Hurricon, and Concentric; Carrie A. Bebris; Anne Brown; Steven Brown; Bruce Cordell; Miranda Horner; Mike Huebbe; Kevin Melka; Sean Reynolds; and Ed Stark Special Thanks to the following, without whom this would have been a lesser product: Rich Baker, Wolfgang Baur, Tim Brown, Angela Clay, William W. Connors, David "Zeb" Cook, Patty Corbett, Flint Dille, Dan Donelly (and the Society of the Grand Gauche), Cathy Griffin, David Gross, Jeff Grubb, Andria Hayday, Bruce Heard, Dori Hein, Gordon Hookailo, Gwendolyn Kestrel, Brad Lavendar, Julia Martin, Colin McComb, Dominic Messinger, Bruce Nesmith, Faith Price, John Rateliff, Thomas Reid, Marshall Simpson, Bill Slavicsek, Lester Smith, Dave Sutherland, Audra Timmer, Sue Weinlein, Skip Williams, David Wise, and Phi Mu Alpha Sinfonia (especially John Cereso and Ky Hascall) Copyright © 1996 TSR, Inc. All Rights Reserved. Made in the U.S.A. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, D&D, DRAGON, DUNGEON MASTER, AD&D, MYSTARA, MONSTROUS COMPENDIUM, and RED STEEL are registered trademarks owned by TSR, Inc. MONSTROUS MANUAL, SAVAGE COAST, and the TSR logo are trademarks owned by TSR, Inc. -
Dragons of Desolation by Tracy Hickman and Michael Dobson
TRAP EFFECTS All traps are triggered by a tripwire or by walking past them. Ball: Damage = 2d8; Save vs Petrify to avoid. Blade Damage = 1d10; When activated starts chopping; Dexterity check to pass or pass to right or left of wedge shaped blade. Flame: Damage = 2d6, if fanned out in some way. Ice Falls: Damage = 1d6; Save vs Spells or encased in ice, 3 turns to thaw. Spiked Pit: Damage = 2d6; 10' deep, trapdoor snaps shut. Official Game Adventure Dragons of Desolation by Tracy Hickman and Michael Dobson TABLE OF CONTENTS Prologue . 2 Wherein the tale is told, and the story is explained. Chapter 14: The Doors of Thorbardin . 4 In which the heroes dream dark dreams and seek the entrance to the long-lost dwarven kingdom. Chapter 15: The North Gate of the Dwarves . 8 In which the heroes enter Thorbardin, encounter ancient evils, and meet a legendary dwarf. Chapter 16: The Honor of the Hylar . 12 In which the Council of Thanes meets, and the heroes receive a quest. Chapter 17: Kalil S’rith . 15 In which the heroes enter the Kingdom of the Dead seeking a great mystical treasure. Chapter 18: Dark Realms . 19 In which Verminaard returns, and the heroes make their final stand. Epilogue . 22 Wherein this book of Dragonlance comes to an end, the beginning and end of life is celebrated, and shadows of the future fall on the present. APPENDICES . 26 and Inside Cover Here are the tools of the story That which is new is explained, as are encounters governed by fate alone. -
The Master of Ravenloft Is Having Guests for Dinner . . . and You Are Invited
The master of Ravenloft is having guests for dinner . and you are invited. A dark shape emerges from the shadow of Castle Ravenloft. A fl ash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village below and mutters a single name: “Ireena . .” The Expedition to Castle Ravenloft campaign adventure updates the original 1st Edition Ravenloft® module, retaining the Gothic fl avor and familiar elements while expanding and reimagining some of the locations to create a deeper, richer adventure experience. This campaign adventure is designed for characters of levels 6–10 and features a new, easy-to-use combat encounter format. This book also presents new magic items, feats, and prestige classes for player characters. BASED ON THE CLASSIC ADVENTURE BY Tracy and Laura Hickman For use with these DUNGEONS & DRAGONS® core books Player’s Handbook™ Dungeon Master’s Guide ® SampleMonster Manual ® file Visit our website at www.wizards.com/dnd ™ Sample file CREDITS DESIGNERS COVER ARTIST BRUCE R. CORDELL AND JAMES WYATT KEV WALKER BASED ON BY TRACY AND LAURA I6: RAVENLOFT INTERIOR ARTISTS HICKMAN DAVE ALLSOP, KALMAN ANDRASOFSKY, RALPH HORSLEY, WILLIAM O’CONNOR, LUCIO PARRILLO, DEVELOPMENT AND EDITING ANNE STOKES, EVA WIDERMANN JENNIFER CLARKE WILKES, BILL SLAVICSEK CARTOGRAPHERS EDITING MANAGER JASON ENGLE, KYLE HUNTER KIM MOHAN GRAPHIC DESIGNERS DESIGN MANAGER MARI KOLKOWSKY, TRISH YOCHUM, CHRISTOPHER PERKINS JENNIFER LATHROP DEVELOPMENT MANAGER JESSE DECKER GRAPHIC PRODUCTION SPECIALIST DIRECTOR OF RPG R&D ANGELIKA LOKOTZ BILL SLAVICSEK IMAGE TECHNICIAN SENIOR ART DIRECTOR D&D SVEN BOLEN STACY LONGSTREET PRODUCTION MANAGERS ART DIRECTORS JOSH FISCHER, RANDALL CREWS MARI KOLKOWSKY, KARIN JAQUES Some information in this book is taken from or derived from Domains of Dread by William W. -
Necromancer Games Is Not Affiliated with Wizards of the Coast, LLC, and Make No Claim to Or Challenge to Any Trademarks Held by Wizards of the Coast, LLC
Giants & Dragons Teaser Quests of Doom Author: Ed Greenwood Editor: Steven Winter Cartography: Ed Greenwood Layout and Typesetting: Charles A. Wright Developer: Steven Winter Interior Art: Chris McFann Necromancer Games is not affiliated with Wizards of the Coast, LLC, and make no claim to or challenge to any trademarks held by Wizards of the Coast, LLC. Necromancer Games, Inc., 2014, all rights reserved. Product Identity: The following items are hereby identified as Necromancer Games Inc.’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and product line names, logos and identifying marks including trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product Identity. Previously released Open Game Content is excluded from the above list. Necromancer Games 5th Edition Rules, 1st Edition Feel 1 Quests of Doom Giants & Dragons — By Ed Greenwood — Wise rogues join the government, where their larceny has the cover of can do the trick. In either case, a pack of wolves or other hungry, desperate “legality” and the cash comes in heaps and piles from deceitful receipts creatures shadowing the characters is a nice bit of added motivation for and pocketed procurements rather than in small, bloodstained purses from the PCs to seek a safe refuge. -
Super-Powered by M&M FAQ Q: Do I Have to Submit My Products For
Super-Powered by M&M FAQ Q: Do I have to submit my products for approval? A: No, you do not. We've tried to make the license easy to use. If you just follow the terms, you shouldn't have any problems. This is one of the biggest changes from M&M Superlink, our previous licensing program for Mutants & Masterminds. Q: Can I use this license for electronic products other than PDFs, like character generators? A: No, this license is only for the publication of printed books and PDF products. Any other sort of products must be licensed from Green Ronin on an individual basis. Q: When can I start publishing using this license? A: Any time after January 31, 2011. Q: Who can use this license? A: Almost anyone as long as you follow the terms. The only limitation is that those found in violation of the M&M Superlink license cannot take advantage of Super-Powered by M&M. This is spelled out in Section 2 of the Super-Powered by M&M license. Q: Can I use this license to do product in other languages? A: Yes, you can. The only additional limitation is that you must follow the terminology used in the licensed edition of the Mutants & Mastermind’s Hero’s Handbook if it exists in the language you're going to use. This is to ensure that terminology remains consistent in each language. Q: What should the Section 15 of the Open Game License in my product include? A: For starters it must include the entirety of the Section 15 from the Mutants & Masterminds Hero’s Handbook. -
Dragon Magazine #108
DRAGON 1 SPECIAL ATTRACTION 49 12 Mutant Manual II Various authors Another collection of GAMMA WORLD@ game creatures 87 OTHER FEATURES 9 Leomunds Tiny Hut Lenard Lakofka Ideas for adding variety to AD&D® game monsters Publisher 2 The role of nature Bruce Humphrey Mike Cook Systems for bringing physical environment into play Editor-in-Chief 22 The ecology of the pernicon John Nephew Kim Mohan Dont let a bunch of these bugs get to you Editorial staff 25 The pernicon: a new version John Nephew Patrick Lucien Price Suggestions for toning it down and tuning it up Roger Moore 28 Cantrips for clerics Arthur Collins Editorial assistance Introducing the orison, 0-level magic for those other casters Eileen Lucas 30 A different design Lisa R. Cohen Making tournament adventures requires a special outlook Art, graphics, production Roger Raupp 36 Agents and A-bombs Thomas M. Kane Kim Lindau The TOP SECRET® game comes of age nuclear age, that is Subscriptions 40 After the blast Roger E. Moore Pat Schultz How to play it right, in case anyones left 42 The plants of Biurndon Eric W. Pass Advertising Creating customized greenery for your campaign Mary Parkinson 62 ORIGINS Awards nomination ballot Contributing editors 68 The Grey Stones Josepha Sherman Ed Greenwood Its whats inside the stones thats really important Katherine Kerr This issue's contributing artists THE ARES SECTION Brian McCrary Larry Elmore David Trampier Joseph Pillsbury 78 High Tech and Beyond James Collins Edward B. Wagner Roger Raupp Globe crackers and smart computers in TRAVELLER® gaming Richard Tomasic James Faulkenberg 81 An Honorable Enemy Gregg Sharp Stephen Hearon Janet Aulisio Oni, the greatest enemy of Japans CHAMPIONS villains Jeff Butler 86 Old Yazirians Never Die Peter C. -
Deep Horizon Enhance.Qxd (Page 1)
Ruined Gatehouse A Web Enhancement for Deep Horizon by Skip Williams The DUNGEONS & DRAGONS® adventure Deep Horizon statistics noted in each encounter are radically abbrevi- is the sixth of eight adventures designed to take charac- ated, but provide the Monster Manual page number or ter from the beginning to advanced levels of play. This Deep Horizon appendix notation for full statistics of mini-adventure can be added easily to any campaign or common monsters. used when playing with the Deep Horizon adventure, and it should work nicely with a group of four PCs of ADVENTURE about 13th level. You will need a copy of the Deep Hori- zon adventure to run the desmodus, however. BACKGROUND The PCs come across a ruined gatehouse that was for- PREPARATION merly a fortified gate leading into the drow city of Chael-Rekshaar. A quartet of beholders have laid claim You need the Player’s Handbook, the DUNGEON MASTER’s to it and use it as a strongpoint to keep interlopers out Guide, the MONSTER MANUAL®, and the Deep Horizon of the ruined city while they loot it. Look to the Adven- adventure to run this mini-adventure. ture Background within Deep Horizon for more informa- Text in shaded boxes is player information. Monster tion about how to fit this into that particular adventure. If you’re using this ruined gatehouse as a stop in your Additional Credits campaign, you can arm the NPCs with whatever infor- mation or specific treasure you wish so that you can Editing Miranda Horner draw the PCs to this location. -
1408874790361.Pdf
Advanced Dungeons & Dragons OFFICIAL GAME ACCESSORY ADVENTURE PACK I CREDITS TABLE OF CONTENTS How to Use Adventure Pack I .........................................................................................................2 Editing; Deborah Christian DECEIVING APPEARANCES The Circus of Gandolfo (WS) .....................................................................................................14 Typography: Kim N. Lindau Sharla's Zoo (RS) .........................................................................................................................53 The Weird Woods of Baron Orchid (HJ) ...................................................................................83 Keylining: Stephanie Tabat A walk in the woods, a trip to the zoo, a day at the circus-harmless enough, right? Wrong, as Cartography: Colleen O'Malley, David E. players will discover when things are not as they appear to be. Martin, Steve Sullivan INTRIGUE To Kill a Kraken (SB) .................................................................................................................71 Cover Art: Jeff Easley Titles and lands are the reward, a watery death the penalty for failure in this swashbuckling Interior Aft: Jeff Butler, Valerie Valusek adventure of intrigue and danger on the high seas, Distributed to the book trade in the United HELP WITH A PROBLEM States by Random House Inc., and in Reign of Triumph (AGM) ...........................................................................................................36 Canada by Random House -
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. -
DRAGON Magazine Is Available at Hobby
DRAGON 1 Publisher: Mike Cook Editor-in-Chief: Kim Mohan One little word Editorial staff: Roger Raupp Patrick Lucien Price Those of us who work with words are Mary Kirchoff seldom surprised by instances where one Vol. IX, No. 3 August 1984 Roger Moore Subscriptions: Mellody Knull little word makes a lot of difference. Thats SPECIAL ATTRACTION Contributing Editors: Ed Greenwood the way it is with words, we say knowingly. Katherine Kerr But we got a letter the other day that was Ken Rolston surprising. ELEFANT HUNT. .45 Advertising Sales Administrator: It came from Eric Dott, president of Safari, so good: The latest game Mary Parkinson Monarch Avalon Industries, Inc., and the from Tom Whams imagination This issues contributing artists: body of the letter goes like this: Please be James Holloway Keith Parkinson advised that from this date forward, every Jeff Butler Brian Born reference to The Avalon Hill Game Com- OTHER FEATURES Roger Raupp Kurt Erichsen pany in your publication MUST be stated Tom Wham Dave Trampier as The Avalon Hill Game Company and Falling damage: a matter of gravity Mark Nelson Larry Elmore nothing else. It is important that the defi- nite article The precede the words Avalon Physics and falling damage. .12 DRAGON® Magazine (ISSN 0279-6848) is published monthly for a subscription price of $24 Hill Game Company. Any deviation from The argument in favor of velocity per year by Dragon Publishing, a division of the full phrase The Avalon Hill Game TSR, Inc. The mailing address of Dragon Company or any use of the word Avalon Scientific facts behind the system. -
Stuck Between a Rook and a Hard Place
KEOI3-02 Stuck Between a Rook and a Hard Place ® A One-Round D&D LIVING GREYHAWK Introductory Keoland Regional Adventure Version 1.1 by Christian J. Alipounarian When the favorite chess set of the Earl of Linth is stolen, some fledgling heroes are charged with its recovery. But what does this have to do with… flumphs? This adventure is an introductory module for 1st-level characters. 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 game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. The players are free to use the game rules to learn about Introduction equipment and weapons their characters are carrying. That said, you as the DM can bar the use of even core This is an RPGA® Network scenario for the Dungeons rulebooks during certain times of play. For example, the & Dragons® game. A four-hour time block has been players are not free to consult the Dungeon Master’s allocated for each round of this scenario, but the actual Guide when confronted with a trap or hazard, or the playing time will be closer to three and a half hours.