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Dungeoneer's Survival Guide
DUNGEONEER\'S SURVIVAL GUIDE is a supplement to the Dungeons & Dragons fantasy role-playing game . The book was written by Douglas Niles , and published by TSR, Inc.
TSR, Inc.
in 1986. CONTENTS * 1 Contents * 2 Publication history * 3 Reception * 4 Additional reading * 5 References CONTENTSThe Dungeoneer's Survival Guide describes how to run underground adventures in great detail and includes special rules for movement, combat, mining, and skill proficiencies. The book contains a Dungeon Master 's section that covers the underground environment and ecology, as well as the cultures of underground creatures. It includes information on how to make three-dimensional maps, and describes a campaign zone called "Deepearth"
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Combat Shield And Mini-adventure
AC2 COMBAT SHIELD AND MINI-ADVENTURE is a 14-page accessory designed for the Basic Set and Expert Set of the Dungeons & Dragons fantasy role-playing game . It was published in 1984 by TSR, Inc. and written by David Cook. CONTENTS* 1 Contents * 1.1 Combat Shield * 1.2 The Treasure of the Hideous One * 1.2.1 Plot summary * 2 Publication history * 3 Reception * 4 References * 5 External links CONTENTSDavid Cook wrote Combat Shield and Mini-Adventure as a supplement with two purposes in mind. First it included a screen to hide a Gamemaster 's material and dice rolls during the course of play and provide useful tables for quick reference. Secondly, a small adventure, The Treasure of the Hideous One, came in the same supplement. COMBAT SHIELDThis DM's screen contains tables for the Basic and Expert D&D rules. The Combat Shield in this supplement is a precursor to far more elaborate GM screens used today
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Lawrence Schick
LAWRENCE SCHICK is a game designer and writer associated with role-playing games. EARLY LIFE AND EDUCATIONSchick attended Kent State University
Kent State University
in Ohio. CAREERSchick, as head of design and development at TSR , brought aboard Tom Moldvay and David Cook and many others as TSR continued to grow in the early 1980s. :11 Schick created White Plume Mountain in 1979, an adventure module for the Advanced Dungeons the adventure was incorporated into the Greyhawk
Greyhawk
setting after the publication of the World of Greyhawk
Greyhawk
Fantasy
Fantasy
Game Setting (1980). :24 White Plume Mountain was ranked the 9th greatest Dungeons "> In 2010, he was promoted to lead writer, and he became lead loremaster in 2011. REFERENCES * ^ A B "Lawrence Schick". Moby Games. 2013. Archived from the original on August 8, 2013. * ^ Maliszewski, James (May 16, 2009)
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Curse Of Xanathon
CURSE OF XANATHON is a Dungeons & Dragons adventure module designed by Douglas Niles for use with the D&D Expert Set . It was published by TSR, Inc. (TSR) in 1983 and is designed for 5–8 player characters of level 5–7. CONTENTS * 1 Plot summary * 2 Publication history * 3 Reception * 4 References * 5 External links PLOT SUMMARYThe Duke of Rhoona begins issuing strange proclamations, such as decreeing that all taxes are to be paid in beer, horses are to be ridden backwards, and all dwarves are to be shaved and stretched to make them "presentable to human sensibilities". Duke Stephan is suffering from a curse which was brought upon him by Xanathon, chief cleric of the Ethengar Khanate immigrants living inside Rhoona's walls, and Stephen's own treacherous guard captain, Draco Stormsailer. The player characters must discover the nature of the Duke's affliction
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White Dwarf (magazine)
WHITE DWARF is a magazine published by British games manufacturer Games Workshop
Games Workshop
, which has long served as a promotions and advertising platform for Games Workshop
Games Workshop
and Citadel Miniatures products. During the first ten years of its publication, it covered a wide variety of fantasy and science-fiction role-playing games (RPGs) and board games , particularly the role playing games Advanced Dungeons & Dragons (AD&D), RuneQuest and Traveller . These games were all published by other games companies and distributed by Games Workshop stores. The magazine underwent a major change in style and content in the late 1980s. It is now dedicated exclusively to the miniature wargames produced by Games Workshop
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Adventure (role-playing Games)
An ADVENTURE is either a published or otherwise written collection of plot, character, and location details used by a gamemaster to manage the plot or story in a role-playing game . Each adventure is based upon a particular gaming genre and is normally designed for use with a specific game or gaming system. However, skilled gamemasters can often convert an adventure to different game systems, and many adventures are designed with such conversions in mind. Generally an adventure will have an overall goal to be accomplished by a party of player characters , and guidelines about the prerequisites for success. It then subdivides the plot into a set of scenes that the players could encounter during the course of play , and provide descriptions of the locations , details on creatures and other characters that could be encountered, and information concerning potential obstacles and hazards
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Games Workshop
GAMES WORKSHOP GROUP PLC (often abbreviated as GW) is a British miniature wargaming manufacturing company. Games Workshop
Games Workshop
is best known as developer and publisher of the tabletop wargames Warhammer Age of Sigmar (previously Warhammer Fantasy Battle ), Warhammer 40,000 and The Lord of the Rings Strategy Battle Game . The company is listed on the London Stock Exchange
London Stock Exchange
with the symbol GAW.L. The company's British operating subsidiary company is Games Workshop
Games Workshop
Limited
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Dungeons & Dragons Rulebooks
Several different editions of the Dungeons & Dragons (D&D) fantasy role-playing game have been produced since 1974. The current publisher of D&D, Wizards of the Coast , produces new materials only for the most current edition of the game. Many D&D fans, however, continue to play older versions of the game and some third-party companies continue to publish materials compatible with these older editions. After the original edition of D&D was introduced in 1974, the game was split into two branches in 1977: the rules-light system of Dungeons & Dragons and the more complex, rules-heavy system of Advanced Dungeons & Dragons (AD&D). The standard game was eventually expanded into a series of five box sets by the mid-1980s before being compiled and slightly revised in 1991 as the Dungeons & Dragons Rules Cyclopedia . Meanwhile, the 2nd edition of AD&D was published in 1989. In 2000, the 3rd edition, called simply Dungeons & Dragons, debuted. The 4th edition was published in 2008
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Adventures In Blackmoor
ADVENTURES IN BLACKMOOR is a 64-page Dungeons & Dragons
Dungeons & Dragons
fantasy role-playing game adventure , designed to be compatible with the Dungeons & Dragons Expert Set . CONTENTS * 1 Plot summary * 2 Publication history * 3 Reception * 4 See also * 5 References PLOT SUMMARY Adventures in Blackmoor
Adventures in Blackmoor
is a scenario set in the land of Blackmoor, 3000 years before other D&D scenarios by TSR. The player characters are transported from their "modern" time to the time of Blackmoor and must rescue King Uther from The Prison Out of Time. The adventure takes place in three parts inside an inn. The first part of the adventure takes place in a dungeon setting. Clues found in the inn lead to the second part of the adventure. The inn shifts between dimensions for the second part of the adventure, which concerns itself with certain changes taking place inside the inn as it shifts
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Castle Amber (module)
CASTLE AMBER is a Dungeons & Dragons adventure module designed by Tom Moldvay . This was the second module designed for use with the Expert D"> One of the encounters in the module is an homage to (or copy of) the climax of Edgar Allan Poe 's short story Fall of the House of Usher , involving a brother who can hear his dead sister, named Madeline in both cases, crying out from the grave where she was buried alive. The overall module has "a decidedly Edgar Allan Poe feel to it." Another encounter calls to mind the title character and gruesome climax of Poe's Hop-Frog . Many of the creatures also had a "Lovecraftian " feel to them. PUBLICATION HISTORYCastle Amber was the second module designed for use with the D&D Expert Set . It was written by Tom Moldvay and published 1981 as a thirty two page booklet with an outer folder and a cover designed by Erol Otus
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Castle Caldwell And Beyond
CASTLE CALDWELL AND BEYOND is an adventure module published by TSR, Inc. in 1985, for the Basic Rules of the Dungeons & Dragons fantasy role-playing game . Its product designation was TSR 9143. CONTENTS * 1 Plot summary * 2 Publication history * 3 Reception * 4 Additional reading * 5 Credits * 6 See also * 7 References and Footnotes * 8 External links PLOT SUMMARYCastle Caldwell and Beyond is a module containing five miniscenarios. As the player characters follow the module, they will clear out a castle and its dungeons, rescue an abducted princess, escape from a prison, and recover a holy item for a church. The module contains five short adventures. The first two, The Clearing of Castle Caldwell and Dungeons of Terror, are designed as connected, successive adventures, while the remaining three are stand-alone scenarios
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City Of The Gods
CITY OF THE GODS is a 1987 adventure module for the Dungeons if not, this is probably not for you." He went on to say that the adventure material "consists of two out-in-the-open fights and a dungeon bash round the spaceship, and that's your lot." He notes that while some of the supplemental materials are useful, most are not, saying "Personally, I've never been keen on letting level 10-14 D&D characters stock up with grenades, blasters and lightsabres, but no doubt this will appeal to some." He said that "hardware buffs" may like the new monsters, and that the NPCs are "interesting and useful", though with some overlap from the previous Blackmoor adventure, Temple of the Frog
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Death's Ride
DEATH\'S RIDE (ISBN 978-0-88038-117-8 ) is a 1984 adventure module for the Dungeons & Dragons roleplaying game . Its associated code is CM2. The module was designed by Garry Spiegle , with cover and interior art by Jeff Easley . CONTENTS * 1 Plot summary * 2 Publication history * 3 Reception * 4 See also * 5 References * 6 External links PLOT SUMMARYIn this scenario, the player characters are sent to see why communication with a distant barony has been cut. The module includes a complete description of the barony, a wizard's tower, and a village which has been taken over by undead . A strange black cloud hangs over the Norworld barony of Two Lake Vale, which is cut off from the rest of the world. As the player characters move to investigate, they encounter armies of the living dead and other vile creatures besieging the last pockets of human resistance
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Jim Bambra
JIM BAMBRA (born 1956) is a British designer and reviewer of fantasy roleplaying games (RPG), and a former company director. He is particularly known for his contributions to Dungeons and Dragons , Fighting Fantasy , Warhammer , and Star Wars: The Roleplaying Game which was based on the Star Wars films. Later he became head of design at MicroProse , then managing director of Pivotal Games , a publisher of video games including Conflict: Desert Storm . CONTENTS * 1 Career * 2 Gamebooks and materials * 2.1 For Dungeons "> Cover of The Sea People , a Dungeons and Dragons book by Jim Bambra Jim Bambra produced the following gamebooks and materials for roleplaying games, many in collaboration with other authors: FOR DUNGEONS & DRAGONS * All That Glitters... – Advanced D&D module, pub
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The Duchy Of Ten
THE DUCHY OF TEN is an adventure module designed for use with the Expert Set rules for the Dungeons & Dragons
Dungeons & Dragons
fantasy role-playing game . It was written by David J. Ritchie , with cover art by Clyde Caldwell and interior art by David Dorman . CONTENTS * 1 Plot summary * 2 Publication history * 3 Reception * 4 See also * 5 References PLOT SUMMARYThe Duchy of Ten is based on Dave Arneson
Dave Arneson
's original Blackmoor campaign. In this scenario, the player characters need to go to the place where the terrible artifact known as the Well of Souls was forged, as that is the only place it can be destroyed. The module includes campaign setting data and a large map of the lands of the west. PUBLICATION HISTORYDA4 The Duchy of Ten was written by David J
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