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Warlock Of The Stonecrowns
''Warlock of the Stonecrowns'' is an adventure module for the Birthright campaign setting in the 2nd edition of the ''Advanced Dungeons & Dragons'' fantasy role-playing game. Plot summary In ''Warlock of the Stonecrowns'', an adventure recommended for a party of four to six characters of levels four to ten, the Warlock - a scion of the awnshegh Gorgon - is building an army in his Citadel in the Stonecrown mountains, and plans to wreak vengeance on his father by conquering or extorting alliances from neighboring domains. Various adventure hooks are provided, in addition to the player characters' need to investigate the sudden depletion of realm magic sources in domains adjacent to the Stonecrowns, as the Warlock is accumulating realm magic with the aid of an enchanted cauldron to further his evil scheme. Each stage of the Warlock's scheme is detailed in a four-year chart, allowing the characters to approach the adventure piecemeal, coming back whenever they have gains sufficient exp ...
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3110 Warlock Stonecrowns
311 may refer to: * 311 (number), a natural number * AD 311, a year of the Julian calendar, in the fourth century AD * 311 BC, a year of the pre-Julian Roman calendar * 311 (band), an American band ** ''311'' (album), band 311's self-titled album * 311 (DSM-IV), DSM-IV code for "Depressive Disorder Not Otherwise Specified" * 311 Boyz, a teen gang in Las Vegas, Nevada * 3-1-1, the telephone number of local information service operated by some local governments in the United States and Canada * 3-1-1 for Carry-Ons, a procedure enacted by the United States Transportation Security Administration * 311 earthquake, the 2011 Tōhoku earthquake and tsunami off Japan * 311, the area code of a common fictitious telephone number (311-555-2368) used in early Bell System ads and in fiction See also * Class 311 (other) Class 311 may refer to: * 311 series, an electric train type operated in Japan * British Rail Class 311 The British Rail Class 311 alternating current (AC) electric ...
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Wolfgang Baur
Wolfgang Baur (born 1968) is an American game designer, best known for his work with '' Dragon'' magazine. He designs role-playing games and is known for his work at Wizards of the Coast. Baur is also the founder of Open Design LLC, later known as Kobold Press. Biography Wolfgang Baur was born in a suburb of Chicago, and later attended the University of Illinois and then Cornell University for graduate studies in biochemistry and molecular biology to pursue an academic career in research. When he ran out of funding in 1991, Baur took a temporary job as assistant editor to Barbara Young at ''Dungeon'' magazine: "By the time my scholarship was reinstated, I didn't want to go back... I'd been writing for ''Dungeon Adventures'' and Iron Crown, but this was an opportunity to work in a field I loved." Baur was involved in many projects at TSR as either designer or editor, including ''Dungeon'' and '' Dragon'' magazines, the Planescape (''Planes of Law'', '' Planes of Chaos''), Al-Q ...
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Birthright (campaign Setting)
''Birthright'' is a ''Dungeons & Dragons'' campaign setting that was first released by TSR in 1995. It is based on the continent of ''Cerilia'' on the world of ''Aebrynis'', in which the players take on the role of the divinely-empowered rulers, with emphasis on the political rulership level of gameplay. The setting revolves around the concept of ''bloodlines'': divine power gained by heroes and passed to their descendants. Characters with a bloodline create an aura of command known as ''Regency'', which is measured in the game using ''regency points'' or RP. Using ''regency'', characters acquire a ''domain'' composed of ''provinces'' and ''holdings''. The development of these domains is as much a part of the game as development of the characters. The game uses three-month ''domain turns'' to model actions of rulers over nations in much the same way as ''Dungeons & Dragons'' uses combat rounds to simulate time to model the characters' actions in battle. In 1996, ''Birthright ''w ...
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Dungeons & Dragons
''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical Studies Rules, Tactical Studies Rules, Inc. (TSR). It has been published by Wizards of the Coast (now a subsidiary of Hasbro) since 1997. The game was derived from miniature wargaming, miniature wargames, with a variation of the 1971 game Chainmail (game), ''Chainmail'' serving as the initial rule system. ''D&D'' publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, and also deeply influenced video games, especially the role-playing video game genre. ''D&D'' departs from traditional wargame, wargaming by allowing each player to create their own Player character, character to play instead of a military formation. These characters embark upon adventures within a fantasy setting. A Dungeon Mas ...
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Fantasy
Fantasy is a genre of speculative fiction involving Magic (supernatural), magical elements, typically set in a fictional universe and sometimes inspired by mythology and folklore. Its roots are in oral traditions, which then became fantasy literature and drama. From the twentieth century, it has expanded further into various media, including film, television, graphic novels, manga, animations and video games. Fantasy is distinguished from the genres of science fiction and horror fiction, horror by the respective absence of scientific or macabre themes, although these genres overlap. In popular culture, the fantasy genre predominantly features settings that emulate Earth, but with a sense of otherness. In its broadest sense, however, fantasy consists of works by many writers, artists, filmmakers, and musicians from ancient mythology, myths and legends to many recent and popular works. Traits Most fantasy uses magic (paranormal), magic or other supernatural elements as a ma ...
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Role-playing Game
A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in a physica ...
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Non-player Character
A non-player character (NPC), or non-playable character, is any character in a game that is not controlled by a player. The term originated in traditional tabletop role-playing games where it applies to characters controlled by the gamemaster or referee rather than by another player. In video games, this usually means a character controlled by the computer (instead of a player) that has a predetermined set of behaviors that potentially will impact gameplay, but will not necessarily be the product of true artificial intelligence. Role-playing games In a traditional tabletop role-playing game such as ''Dungeons & Dragons'', an NPC is a character portrayed by the gamemaster (GM). While the player characters (PCs) form the narrative's protagonists, non-player characters can be thought of as the "supporting cast" or "extras" of a roleplaying narrative. Non-player characters populate the fictional world of the game, and can fill any role not occupied by a player character. Non-player ...
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TSR, Inc
TSR, Inc. was an American game publishing company, best known as the original publisher of ''Dungeons & Dragons'' (''D&D''). Its earliest incarnation, Tactical Studies Rules, was founded in October 1973 by Gary Gygax and Don Kaye. Gygax had been unable to find a publisher for ''D&D'', a new type of game he and Dave Arneson were co-developing, so founded the new company with Kaye to self-publish their products. Needing financing to bring their new game to market, Gygax and Kaye brought in Brian Blume in December as an equal partner. ''Dungeons & Dragons'' is generally considered the first tabletop role-playing game (TTRPG), and established the genre. When Kaye died suddenly in 1975, the Tactical Studies Rules partnership restructured into TSR Hobbies, Inc. and accepted investment from Blume's father Melvin. With the popular ''D&D'' as its main product, TSR Hobbies became a major force in the games industry by the late 1970s. Melvin Blume eventually transferred his shares to his ...
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Future Plc
Future plc is an international multimedia company established in the United Kingdom in 1985. The company has over 220 brands that span magazines, newsletters, websites, and events in fields such as video games, technology, films, music, photography, home, and knowledge. Zillah Byng-Thorne has been CEO since 2014. The company is listed on the London Stock Exchange and is a constituent of the FTSE 250 Index. History 1985–2012 The company was founded as Future Publishing in Somerton, Somerset, England, in 1985 by Chris Anderson with the sole magazine ''Amstrad Action''. An early innovation was the inclusion of free software on magazine covers; they were the first company to do so. It acquired GP Publications so establishing Future US in 1994. From 1995 to 1997, the company published ''Arcane'', a magazine which largely focused on tabletop games. Anderson sold Future to Pearson plc for £52.7m in 1994, but bought it back in 1998, with Future chief executive Greg Ingham and ...
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Birthright (campaign Setting) Adventures
Birthright is the concept of things being due to a person upon or by fact of their birth, or due to the order of their birth. These may include rights of citizenship based on the place where the person was born or the citizenship of their parents, and inheritance rights to property owned by parents or others. The concept of a birthright is ancient, and is often defined in part with concepts of both patriarchy and birth order. For example, " roughout the Bible the concept of a birthright is absolutely intertwined with the firstborn. That is, the firstborn inherits the birthright and has expectations of primogeniture", which historically referred to the right, by law or custom, of the firstborn legitimate child to inherit the parent's entire or main estate in preference to shared inheritance among all or some children, any illegitimate child or any collateral relative. In the seventeenth century, English activist John Lilburne used the term with respect to the rights of Englishm ...
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