The Mines Of Bloodstone
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The Mines Of Bloodstone
''H2 The Mines of Bloodstone'' is an official game adventure or "module" for the Advanced Dungeons & Dragons (1st edition) fantasy role-playing game. Plot The characters need to journey through a blizzard to get to the Bloodstone Mines, which lead to the duergar kingdom of Deepearth, and the Temple of Orcus. The adventure begins with a set of village encounters, before some further encounters in a big valley. The player characters then proceed into the Mines of Bloodstone, where the duergar and svirfneblin are at war, and then on to the demonic temple of Orcus of the duergar. This is an attempt to gain an ancient treasure to help the belagured innocent citizens of Bloodstone Pass. The module includes two Battlesystem conflicts, between armies of gnomes and duergar. Publication history ''The Mines of Bloodstone'' was written by Michael Dobson and Douglas Niles, with a cover by Keith Parkinson, and was published by TSR in 1986 as a 48-page booklet with an outer folder. Cove ...
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H2-minesbloodstone
H, or h, is the eighth letter in the Latin alphabet, used in the modern English alphabet, the alphabets of other western European languages and others worldwide. Its name in English is ''aitch'' (pronounced , plural ''aitches''), or regionally ''haitch'' ."H" ''Oxford English Dictionary,'' 2nd edition (1989); ''Merriam-Webster's Third New International Dictionary of the English Language, Unabridged'' (1993); "aitch" or "haitch", op. cit. History The original Semitic letter Heth most likely represented the voiceless pharyngeal fricative (). The form of the letter probably stood for a fence or posts. The Greek Eta 'Η' in archaic Greek alphabets, before coming to represent a long vowel, , still represented a similar sound, the voiceless glottal fricative . In this context, the letter eta is also known as Heta to underline this fact. Thus, in the Old Italic alphabets, the letter Heta of the Euboean alphabet was adopted with its original sound value . While Etruscan and ...
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Orcus (Dungeons & Dragons)
In the ''Dungeons & Dragons'' fantasy role-playing game, "monsters" are generally the antagonists which players must fight and defeat to progress in the game. Since the game's first edition in 1974, a bestiary was included along other game manuals, first called ''Monsters & Treasure'' and now commonly called the ''Monster Manual''. Described as an "essential" part of ''Dungeons & Dragons'', the game's monsters have become notable in their own right, influencing fields such as video games and fiction, as well as popular culture. The term ''monster'' in ''Dungeons & Dragons'' can refer to a variety of creatures, including traditional monsters such as dragons, supernatural creatures such as ghosts, and mundane or fantastic animals—in short, "an enormous heterogeneous collection of natural and monstrous foes." While many monsters are adapted from pre-existing myths and legends, others have been invented specifically for the game, sometimes having characteristics specifically sui ...
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Dungeons & Dragons Modules
A dungeon is a room or cell in which prisoners are held, especially underground. Dungeons are generally associated with medieval castles, though their association with torture probably belongs more to the Renaissance period. An oubliette (from french ''oublier'' meaning to ''forget'') or bottle dungeon is a basement room which is accessible only from a hatch or hole (an ''angstloch'') in a high ceiling. Victims in oubliettes were often left to starve and dehydrate to death, making the practice akin to—and some say an actual variety of—immurement. Etymology The word ''dungeon'' comes from French ''donjon'' (also spelled ''dongeon''), which means "keep", the main tower of a castle. The first recorded instance of the word in English was near the beginning of the 14th century when it held the same meaning as ''donjon''. The proper original meaning of "keep" is still in use for academics, although in popular culture it has been largely misused and come to mean a cell or "oubliet ...
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Games Workshop
Games Workshop Group (often abbreviated as GW) is a British manufacturer of miniature wargames, based in Nottingham, England. Its best-known products are ''Warhammer Age of Sigmar'' and ''Warhammer 40,000''. Founded in 1975 by John Peake (game designer), John Peake, Ian Livingstone and Steve Jackson (UK), Steve Jackson, Games Workshop was originally a manufacturer of wooden boards for games including backgammon, mancala, nine men's morris and Go (board game), Go. It later became an importer of the U.S. role-playing game ''Dungeons & Dragons'', and then a publisher of wargames and role-playing games in its own right, expanding from a bedroom mail-order company in the process. It expanded into Europe, the US, Canada, and Australia in the early 1990s. All UK-based operations were relocated to the current headquarters in Lenton, Nottingham in 1997. It started promoting games associated with The Lord of the Rings (film series), ''The Lord of the Rings'' film trilogy in 2001. It al ...
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Magic Item (Dungeons & Dragons)
In the ''Dungeons & Dragons'' fantasy role-playing game, a magic item is any object that has magic powers that inherit it. These items may act on their own or be the tools of the character possessing them. Magic items have been prevalent in the game in every edition and setting, from the original edition in 1974 until the modern fifth edition. In addition to jewels and gold coins, they form part of the treasure that the players often seek in a dungeon. Magic items are generally found in treasure hoards, or recovered from fallen opponents; sometimes, a powerful or important magic item is the object of a quest. Development 1st edition ''Advanced Dungeons & Dragons'' In the first edition, all artifacts are classed as miscellaneous magic items, even ones that are weapons, armor, or rings. Each artifact has a certain number of Minor, Major, and Prime Powers, and of Minor, Major, and Side Effects which trigger when the item is acquired, or its Major and Prime Powers are used. The po ...
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Undead (Dungeons & Dragons)
In the ''Dungeons & Dragons'' fantasy role-playing game, "monsters" are generally the antagonists which players must fight and defeat to progress in the game. Since the game's first edition in 1974, a bestiary was included along other game manuals, first called ''Monsters & Treasure'' and now commonly called the ''Monster Manual''. Described as an "essential" part of ''Dungeons & Dragons'', the game's monsters have become notable in their own right, influencing fields such as video games and fiction, as well as popular culture. The term ''monster'' in ''Dungeons & Dragons'' can refer to a variety of creatures, including traditional monsters such as dragons, supernatural creatures such as ghosts, and mundane or fantastic animals—in short, "an enormous heterogeneous collection of natural and monstrous foes." While many monsters are adapted from pre-existing myths and legends, others have been invented specifically for the game, sometimes having characteristics specifically sui ...
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White Dwarf (magazine)
''White Dwarf'' is a magazine published by British games manufacturer Games Workshop, which has long served as a promotions and advertising platform for 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''), '' Call of Cthulhu'', ''RuneQuest'' and '' Traveller''. These games were all published by other games companies and distributed in the United Kingdom 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. History 1975: ''Owl and Weasel'' to ''White Dwarf'' Steve Jackson and Ian Livingstone initially produced a newsletter called ''Owl and Weasel'', which ran for twenty-five issues from February 1975 before it evolved into '' ...
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Dungeons & Dragons Manuals
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. However, many ''D&D'' fans 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 two-branch split was ended when a new version was designated the ...
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Wilderness Survival Guide
The ''Wilderness Survival Guide'' is a supplement to the ''Advanced Dungeons and Dragons'' (''AD&D'') role-playing game, written by Kim Mohan and published by TSR, Inc. in 1986 (). Contents The ''Wilderness Survival Guide'' covers adventures in the wilderness, including rules and guidelines for weather and its effects, encumbrance and movement, hunting, camping, first aid, natural hazards, fatigue, beasts of burden, and handling combat and magic in the wilderness. The book also details new equipment and skills, called proficiencies, pertaining to the wilderness. The book provides an overview of the types of wilderness, including desert, forest, hills, mountains, plains, coastal areas, and swamps. Much of the material in the book details the environment, about terrains, major wilderness hazards, and weather. The book also covers PC resources, such as: adding to the proficiency system introduced in the ''Dungeoneer's Survival Guide''; appropriate clothing for different climates; ...
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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. in 1986. Contents The ''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". The book includes special game rules for underground activities, combat, travel, and mining, in addition to descriptions of the Underdark and the ecology and cultures of its underground inhabitants, as well as a set of Battlesystem rules for mass-combat in underground settings. The ''Dungeoneer's Survival Guide'' includes new proficiencies, as well as ideas fo ...
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Retconned
Retroactive continuity, or retcon for short, is a literary device in which established diegetic facts in the plot of a fictional work (those established through the narrative itself) are adjusted, ignored, supplemented, or contradicted by a subsequently published work which recontextualizes or breaks continuity with the former. There are various motivations for applying retroactive continuity, including: * To accommodate desired aspects of sequels or derivative works which would otherwise be ruled out. * To respond to negative fan reception of previous stories. * To correct and overcome errors or problems identified in the prior work since its publication. * To change or clarify how the prior work should be interpreted. * To match reality, when assumptions or projections of the future are later proven wrong. Retcons are used by authors to increase their creative freedom, on the assumption that the changes are unimportant to the audience compared to the new story which can be tol ...
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Graham Nolan
Graham Nolan (born March 12, 1962) is an American comic book artist, best known for work for DC Comics on Batman-related titles in the 1990s and his work on ''The Phantom'' Sunday strip. He frequently collaborates with writer Chuck Dixon. Biography Nolan's first comics credit came in April 1985, when his work appeared in DC Comics' ''Talent Showcase'' #16, alongside Eric Shanower and Stan Woch (among others). Moving on to an issue of the Marvel ''Transformers'' comic, in 1988 he started a 12-issue run on DC's '' Power of the Atom'' comic. In June 1990, he launched John Ostrander and Tim Truman's ''Hawkworld'' comic, pencilling and inking it for 26 issues until late 1992. In 1992 he designed and co-created the Batman villain Bane. He also worked on many issues of ''Detective Comics'', illustrating key parts of the KnightFall and KnightsEnd sagas featuring Azrael and Batman. Graham Nolan also did freelance work for the ''Dungeons & Dragons'' game, including '' The Mines of Bloodst ...
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