Da Archivist's Wish List - Part 2
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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. -
Chromatic Dragons BLACK DRAGONS (No Additional Special GREEN DRAGONS (No Additional Special Abilities) Abilities)
Issue Number 21 May 2014 Contents % in lair, by Stuart Marshall 3 New Character Races, by Stuart Marshall 4-16 Combined Combat Chart, by Steve Wachs 17 How Much Experience Did We Get For That Dragon?, by 18-20 Ardano Silverbow Magical Miscellanea, by C. Wesley Clough 21-22 Glarck's Remote Spell Books, by Bryan Fazekas 22-23 Ride the Lightning, by Ian Slater 24-27 Monsters of All Sizes, by R. N. Bailey 28-32 The Wizard's Laboratory, by Marco 33-58 The Conjurer, by Ian Slater 59-65 Lake of Sorrows, by Steve McFadden 66-86 Open OSRIC License 87 Open Game License 87-88 Cover art is copyright © 2012 by Raven Krupnow, used under the CC-BY-NC-SA 3.0 see http://creativecommons.org/licenses/by- n c-sa /3.0/ Raven Krupnow's art can be viewed at http://sky-byte-haiku.deviantart.com/ The Staff Publisher Steve Yates Associate Editor Nicholas Partridge Associate Editor Ron Redmond Submissions Manager Nicholas Partridge Title Graphics Jim Lassiter Graphics Editing Steve McFadden Design & Layout Stuart Marshall Footprints is published by Dragonsfoot. It is available at the Dragonsfoot website for download; visit http://www.dragonsfoot.org/ft/ to download other issues. The rights to all material published herein revert to the author(s) of said work upon release of this issue. Articles may be submitted by email to [email protected] (please, don't submit articles by Private Message in the forums). Don't forget to include your "byline," i.e. how you wish to be credited. -
Svimohzia:The Ancient Isle (Preview)
Svimohzia: the Ancient Isle Credits Authors: Mark Plemmons and Robert Schwalb Additional Contributors: Lloyd Brown III, Brian Jelke, Steve Johansson, David S. Kenzer, James Mishler Editors: Brian Jelke, David S. Kenzer, Mark Plemmons Art Director/Graphic Design: Mark Plemmons Cover Illustration: Talon Dunning Interior Artists: Thiago ‘Grafix’ Carvalho, Caleb Cleveland, Thomas Denmark, Allan Ditzig, Talon Dunning, Marcio Fiorito, Mitch Foust, Jacob Glaser, Ginger Kubic, Darrell Langley, Patrick McEvoy, Chris Malidore, Jeremy Mohler, David Esbri Molinas, Travis Moore, Eric Olsen, Philip Renne, Joe and Rob Sharp, and Jean-Francois Trudel Cartography: Bob Burke, Brian Jelke, Steve Johansson, David S. Kenzer, Mark Plemmons, D.M. Zwerg and Rob Lee Project Manager: David S. Kenzer Production Manager: Steve Johansson Playtesters: Rob Lee, Benjamin Lott, John Wright Design Team: David S. Kenzer, Brian Jelke, Steve Johansson and Jolly R. Blackburn Table of Contents Introduction . .2 Career Paths . .24 Chapter 1: Races and Regions . .3 Prestige Classes . .27 Humans . .3 Chapter 3: Weapons, Equipment and Magic . .35 Hobgoblins and half-hobgoblins . .7 Weapons . .35 Other Humanoids . .8 Armor . .40 Special Humanoids . .9 Musical Instruments . .41 Feats . .10 Special Items . .42 Character Description . .14 Mounts and Ships . .44 Religion . .15 Spells . .45 Food and Drink . .15 Chapter 4: the Kingdom of Meznamish . .51 Currency . .16 Chapter 5: the Confederacy of Ahznomahn . .91 Style of Dress . .16 Chapter 6: the Kingdom of Ozhvinmish . .123 Language and Naming . .16 Chapter 7: the Kingdom of Ul-Karg . .165 Age . .18 Chapter 8: the Kingdom of Zazahni . .185 Height and Weight . .19 Chapter 9: Western Svimohzia and Vohven Jungle . .215 Pronunciation Sampler . -
Kingdoms of Kalamar (4Th Ed.) Preview
BOOK 1: CAMPAIGN SETTING SOURCEBOOK Design Team: David S. Kenzer, Brian Jelke, Steve Johansson, Lloyd Brown III, and Jolly R. Blackburn Sourcebook Revision: Mark Plemmons Editors: Brian Jelke, Jennifer Kenzer, Pat Horn, Mark Plemmons Cover Illustration: William O’Connor Interior Illustrations: Matthew Armstrong, Jennifer Burke, Anthony Carpenter, Caleb Cleveland, Storn Cook, Thomas Denmark, Henry Glass, Lars Grant-West, Renato Guedes, Scott Kester, Ginger Kubic, Hung Vinh Mac, Matt Mitchell, Travis Moore, William O’Connor, Eric Olson, C. D. Regan, Kevin Stephenson, Rebecca Tudor, Ray Vantilburg, George Vrbanic, Kevin Wasden Cartography: Bob Burke, Brian Jelke, David S. Kenzer, Mark B. Tudor, Craig Zipse Art Director/Layout: Mark Plemmons Production Manager: Steve Johansson Table of Contents Introduction . .2 Chapter 8: Organizations . .163 Chapter 1: Races of Tellene . .7 Chapter 9: Languages . .169 Chapter 2: Brandobia . .21 Chapter 10: The Gods of Tellene . .181 Chapter 3: Kalamar . .41 Appendix A: Celestial Bodies and Calendar . .239 Chapter 4: The Young Kingdoms . .77 Appendix B: Cities and Law . .245 Chapter 5: The Wild Lands . .101 Appendix C: The Imperial Legion . .251 Chapter 6: Reanaaria Bay . .125 Appendix D: Quick References . .257 Chapter 7: Svimohzia . .141 Appendix E: Pronunciation Guide and Glossary . .269 © Copyright 2008 Kenzer and Company. All Rights Reserved. Questions, Comments, Product Orders? Kenzer & Company Phone: (847) 662-6600 511 W Greenwood Ave Fax: (847) 680-8950 Waukegan, IL 60087 email: [email protected] Visit our website: www.kenzerco.com This book is protected under international treaties and copyright laws of the PUBLISHER’S NOTE: United States of America. No part of this book may be reproduced, without the This is a work of fiction. -
Dragon Magazine #236
The dying game y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. Roger Zelazny’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. Orcs. One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found. -
Encounters Reference
Classic Dungeon Designer’s Netbook #4 OLD SCHOOL ENCOUNTERS REFERENCE This unauthorized reference sourcebook contains everything the Dungeon Master needs for designing encounters for 1st edition Advanced Dungeons & Dragons™ adventures conveniently organized for online and tabletop use. Also compatible with OSRIC. Written & Edited by B. Scot Hoover [email protected] Version 3 Revised (7.28.08) - 0 - TABLE of CONTENTS Prologue 2 Abbreviation Codes 3 Chapter I: Men 4 Chapter II: Demi-humans & Humanoids 50 Chapter III: The Underworld 66 Chapter IV: The Wilderness 81 Chapter V: Settlements & Civilization 103 Chapter VI: Treasures 113 Chapter VII: The Campaign 135 Chapter VIII: Forms & Appendices 144 Index 156 - 1 - PROLOGUE: On Designing Your Own Game Non-player character generation will generally follow the method(s) used to create PCs. However, there are necessary shortcuts and parcels of information included in a carefully done game, or else the poor GM will be forever immersed in the morass of finding out the precise nature of who his players meet, who opposes them, and the like. It should not be necessary for the GM to roll dice to determine all the attribute scores of every non-player character, for instance. The game must include provisions for defining NPCs so that they can be generated quickly, but without causing every such character to be a mirror image of every other one. Although it is a relatively short and minor part of any game, this area is still interesting, for it will show just how well thought out the design is. Opponents are the creatures and things that will generally be adverse, at best non- hostile, to the PCs. -
Finding Aid Template
Brian Sutton-Smith Library and Archives of Play PlaGMaDA Papers Finding Aid to the Play Generated Map and Document Archive (PlaGMaDA) Papers, 1974-2014 Summary Information Title: Play Generated Map and Document Archive (PlaGMaDA) papers Creator: Timothy Hutchings (primary) ID: 114.894 Date: 1974-2014 (inclusive); 1980s-2000 (bulk) Extent: 15.1 linear feet Language: The materials in this collection are in English, unless otherwise indicated. Abstract: The Play Generated Map and Document Archive (PlaGMaDA) papers are a compilation of hand-drawn maps, sketches, notes, reference materials, and other documentation generated by numerous players of assorted role-playing games. Dated materials are primarily from the 1980s through 2000. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: The Play Generated Map and Document Archive (PlaGMaDA) papers were donated to The Strong in April 2014 as a gift from the Play Generated Map and Document Archive (PlaGMaDA). The papers were accessioned by The Strong under Object ID 114.894. The papers were received from Timothy Hutchings, the Founding Director of the Play Generated Map and Document Archive, in seven large boxes. -
Gary's Clarifications
Gary’s Clarifications When I saw the Zagyg’s Wisdom super-thread on Dragonsfoot, I thought what a great idea it was to have a section where Gary answered questions about D&D and offered clarifications and interpretations about the game he created. And if he isn’t around to answer more questions, at least we can benefit from what people asked him when they had the chance. Reading through the thread, it occurred to me that all these clarifications could be gathered up into a single document for easier reference, sorted by category. Steve at Dragonsfoot liked the idea, so I got started…and found that sorting them wasn’t as neat and easy as I’d expected. I’ve had to make a lot of judgement calls: for instance, should a question about true neutral clerics go under Classes or Alignment? So I apologize if the organization of this document seems a little haphazard, but I’ve done what I could with it. There are a very few posts from one category that I copied into another, but for the most part I tried to make a single choice and hope it was the right one. I’ve included some categories that aren’t exactly D&D or that wouldn’t be relevant to every campaign (Greyhawk, for example), but they’re in their own sections so they can be ignored by those not interested. These “related” sections are generally unsorted, as they didn't lend themselves as well to discrete categories. In the interest of keeping it short, I generally removed people’s greeting remarks (“Hi Gary,” etc.), though I left in whatever Gary said in case it should be helpful in assessing his “gut feel” reaction to the question. -
The Platinum Appendix
SHANNON APPELCLINE SHANNON A HISTORY OF THE ROLEPLAYING GAME INDUSTRY THE PLATINUM APPENDIX SHANNON APPELCLINE This supplement to the Designers & Dragons book series was made possible by the incredible support given to us by the backers of the Designers & Dragons Kickstarter campaign. To all our backers, a big thank you from Evil Hat! _Journeyman_ Antoine Pempie Carlos Curt Meyer Donny Van Zandt Gareth Ryder-Han- James Terry John Fiala Keith Zientek malifer Michael Rees Patrick Holloway Robert Andersson Selesias TiresiasBC ^JJ^ Anton Skovorodin Carlos de la Cruz Curtis D Carbonell Dorian rahan James Trimble John Forinash Kelly Brown Manfred Gabriel Michael Robins Patrick Martin Frosz Robert Biddle Selganor Yoster Todd 2002simon01 Antonio Miguel Morales CURTIS RICKER Doug Atkinson Garrett Rooney James Turnbull John GT Kelroy Was Here Manticore2050 Michael Ruff Nielsen Robert Biskin seraphim_72 Todd Agthe 2Die10 Games Martorell Ferriol Carlos Gustavo D. Cardillo Doug Keester Garry Jenkins James Winfield John H. Ken Manu Marron Michael Ryder Patrick McCann Robert Challenger Serge Beaumont Todd Blake 64 Oz. Games Aoren Flores Ríos D. Christopher Doug Kern Gary Buckland James Wood John Hartwell ken Bronson Manuel Pinta Michael Sauer Patrick Menard Robert Conley Sérgio Alves Todd Bogenrief 6mmWar Apocryphal Lore Carlos Ovalle Dawson Dougal Scott Gary Gin Jamie John Heerens Ken Bullock Guerrero Michael Scholl Patrick Mueller-Best Robert Daines Sergio Silvio Todd Cash 7th Dimension Games Aram Glick Carlos Rincon D. Daniel Wagner Douglas Andrew Gary Kacmarcik Jamie MacLaren John Hergenroeder Ken Ditto Manuel Siebert Michael Sean Manley Patrick Murphy Robert Dickerson Herrera Gea Todd Dyck 9thLevel Aram Zucker-Scharff caroline D.J. -
Living Kingdoms of Kalamar Campaign Information Briefing
INTRODUCTION Here in the introduction, we unravel one of the biggest mysteries of Living Kingdoms of Kalamar: “What is a Living® campaign?” A Living® Campaign is an organized role-playing campaign that is played simultaneously worldwide. Kenzer & Company, in conjunction with the Role-Playing Gamers Association (RPGA), directs the Living Kingdoms of Kalamar campaign. This campaign is played in many locations around the world of Tellene from our home in the Principality of Pekal to the southern jungles of the Vohven and the frigid northern wastes of the Wild Lands. Its plots, while maintained by the creative staff, are mainly the product of the wonderful imagination and hard work of our various authors and players. That's right, you are important to the Living Kingdoms of Kalamar campaign. What you do and with whom you talk make a difference in its long-term development. As the campaign progresses, more and more of our modules will be written with multiple endings. This means that players need not feel restrained from doing what they feel their character would do and what they feel the module expects them to. If you refuse to submit to the foreign diplomat’s insults in the middle of peace negotiations, then we want you to do what you feel is right. The world is truly Living and you can make the choices you feel appropriate, and experience the repercussions of your actions. Convention staff and tournament organizers can download scenarios from RPGA Headquarters. Kenzer & Company sanctions these scenarios and only sanctioned scenarios (along with the adventure modules approved for adaptation, found on the Living Kingdoms of Kalamar page) allow a character to gain experience and treasure. -
Wycked Summons by Louis “Sirlou” Kahn
Wycked Summons by Louis “sirlou” Kahn A One-Shot Adventure Compatible with OSRIC, 1E and 2E game systems Recommended for 4-6 player characters of levels 4 to 6 Starry Knight Press 1 Wycked Summons by Louis “sirlou” Kahn A One-Shot Adventure Compatible with OSRIC, 1E and 2E game systems Recommended for 4-6 player characters of levels 4 to 6 CREDITS OSRIC™ Open License: This product uses the OSRIC™ System (Oldschool System Reference and Index Compilation™). The OSRIC™ system text may be Author: Louis “sirlou” Kahn found at http://www.knights-n-knaves.com/osric. The OSRIC™ text is Artwork: Louis “sirlou” Kahn and Daniel F. Walthall. copyright of Stuart Marshall. "OSRIC™" and "Oldschool System Reference and Index Compilation™" are trademarks of Stuart Marshall and Matthew Cartographer: Louis “sirlou” Kahn Finch and may be used only in accordance with the OSRIC™ license. Editing: Kerri Tarvin Thanks: Many thanks to my wife for supporting my “flights of fantasy” and to the incomparable Christopher Moore, whose “Lamb” is both the funniest and deepest book I’ve Starry Knight Press ever read. ©2017 Louis Kahn starryknightpress.com TABLE OF CONTENTS PREFACE PREFACE 1 THE ADVENTURE INTRODUCTION 2 ADVENTURE HOOK 2 LET THE GAMES BEGIN 3 THE SET-UP 3 THE COMPETITION: WHITE TEAM 5 THE TROPHY ROOM 8 THE COMPETITION: BLUE TEAM 9 CONCLUDING THE ADVENTURE 13 THE MAPS DUNGEON MAP ii MAP OF THE RED EAGLE BARONY 12 ORIGINAL HAND DRAWN MAP (1980’S) 17 APPENDICES APPENDIX A: PRE-GENERATED CHARACTERS 14 APPENDIX B: MAP OF THE RED EAGLE BARONY 15 APPENDIX C: THE RULES 16 APPENDIX D: ORIGINAL HAND DRAWN MAP (1980’S) 17 LEGAL LICENSES 18 ARTWORK ATTRIBUTION 18 i PREFACE We hope you enjoy this one-shot adventure and that we Hello and welcome, adventurers and Game Masters! have whet your appetite for our further adventures, Before you lays a one-shot adventure I designed with a which may be purchased through our website, horror theme for use on Halloween or any time your players need a fright. -
Fury in the Wastelands: the Orcs of Tellene Credits
Fury in the Wastelands: the Orcs of Tellene Credits Author: Paul “Wiggy” Wade-Williams v.3.5 Revisions: George Fields Editors: Brian Jelke, David Kenzer, Noah Kolman, Don Morgan, Mark Plemmons Additional Contributors: Eric Engelhard and Richard Jensen Art Director: Bob Burke Art Liaison: Mark Plemmons Cover Illustration: William O’Connor Interior Illustrations: Caleb Cleveland, Thomas Denmark, Brendon Fraim, Brian Fraim, Ginger Kubic, Eric Olsen, Tony Parker Graphic Design: Jennifer “Jiffy” Burke Project Managers: Brian Jelke, Mark Plemmons Production Manager: Steve Johansson Playtesters: Mark Billanie, Jason Cain, Anne Canava, Joe Charles, Doug Click, Gigi Epps, Charles Finnell, Donovan Grimwood, Daniel Haslam, Mark Howe, Chelsey Maggard, Mark Maggard, Sarah Maggard, Steven Maggard, Theo Maggard, Glenn Martin, Alan Moore, Mike Patterson, Mark Prater, Daniel Scothorne, David Sink Jr., Mark Sizer, Brad Todd, Joe Wallace, Luke Wetterlind, John Williams, and John Wright. Table of Contents Introduction . .2 Appendices Chapter 1:The Legend of the Orcs . .3 Appendix A: Glossary of Orc Terms . .99 Chapter 2:The Five Orc Species . Sample. .5 Appendix file B: New Rules . .101 Chapter 3: Orc Social Structure . .11 Appendix C: Index . .117 Chapter 4: Orc Culture . .20 Chapter 5:Warfare . .43 Chapter 6: Religion . .51 Chapter 7: Misconceptions . .58 Chapter 8: Major Tribes of Tellene . .61 Chapter 9: Sample Orc Personalities . .77 Chapter 10: Making and Playing an Orc PC . .91 Chapter 11:Adventure Hooks . .95 © Copyright 2002, 2008 Kenzer and Company. All Rights Reserved. Designed in the Questions, Comments, Product Orders? United States of America Phone: (847) 662-6600 Fax: (847) 680-8950 Kenzer & Company email: [email protected] 511 W.