Dungeon Born

Author: Dakota Krout

Publisher: Createspace Independent Publishing Platform

ISBN: 9781539519751

Category:

Page: 500

View: 403

For eons, conquering dungeons has been the most efficient way to become a strong adventurer. Although, not everything is as straightforward as it seems. Several questions have always plagued the mind of those that enter these mythical places of power: Why are there so many monsters? Where does the amazing weaponry and heavy gold coins come from? Why does the very air fill with life-giving energies?! Cal has all of the answers to these age old questions, for a very simple reason. He is a Dungeon Heart, a soul forced against his will into a magical stone. After several lonely years, Cal was able to regain sentience, allowing him to form new memories while slowly growing a dungeon around himself. With help from a friend, Cal learned how to create monsters and traps, increasing his power and size quickly. When a threat to his existence rears its head, Cal decides that he will do anything to stay alive and become stronger. Unfortunately for treasure-seekers, the fastest way for Cal to achieve his goal... is to eat anyone that enters his depths.
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The Tale of Despereaux

Being the Story of a Mouse, a Princess, Some Soup, and a Spool of Thread

Author: Kate DiCamillo

Publisher: Candlewick Press

ISBN: 0763649430

Category: Juvenile Fiction

Page: 272

View: 8443

The adventures of Desperaux Tilling, a small mouse of unusual talents, the princess that he loves, the servant girl who longs to be a princess, and a devious rat determined to bring them all to ruin.
Posted in Juvenile Fiction

The Last Threshold

Neverwinter Saga

Author: R. A. Salvatore

Publisher: Wizards of the Coast

ISBN: 0786964294

Category: Fiction

Page: 434

View: 4166

In the final book of the #4 New York Times best-selling Neverwinter Saga, Drizzt Do’Urden navigates a winding path littered with secrets and lies. Tangled up in his companion Dahlia’s dark secrets, the ties that once held her close to Drizzt threaten to tear as her bonds to his former foe, Artemis Entreri, continue to grow. Meanwhile, in the caverns of Gauntlgrym, the drow Tiago Baenre enlists the help of Bregan D’aerthe in his quest to destroy Drizzt. While making promises they may not keep, the agents of the elite drow mercenary group hide plans of their own. Determined to stand for what’s right in the Realms once again, Drizzt forges a new road north—toward Icewind Dale. Will his new companions follow? Can he fight the darkness alone? Either way, he knows now where he’s headed—back to the only place that’s ever felt like home. Praise for the Neverwinter Saga: “Absolutely profound.” —Paul Goat Allen, BarnesandNoble.com “Masterfully written, thrillingly unpredictable, and everything a Drizzt Do’Urden fan could hope for. You’ll be hanging on the words till the very end . . . and then begging for more.” — GamesFiends.com “Emotional, respectful of its characters, intelligently written and structured, and finally summons a sense of nostalgic sorrow throughout”–Fantasy Book Review on Gauntlgrym, Neverwinter Saga Book I “Full of excitement. Salvatore has mastered the art of showing a beautiful fight scene, and he is at the top of his game in this one. We meet many characters with many different fighting styles, and Salvatore does a great job of distinguishing between them. He manages to take these scenes from so much more than just a fight scene, to an integral part of the story.”—The SFF Hub on Gauntlgrym, Neverwinter Saga Book I “A quick read with some very satisfying fight scenes. It’s also deeply layered with emotional atmosphere” —California Literary Review on Gauntlgrym, Neverwinter Saga Book I
Posted in Fiction

Dungeon: Zenith - Vol. 1

Duck Heart

Author: Joann Sfar

Publisher: NBM

ISBN: 9781561634019

Category: Comics & Graphic Novels

Page: 96

View: 9936

Follows the adventures of Herbert the Timorous Duck and his vegetarian dragon friend Marvin as they attempt to defend Dungeon, a mighty castle filled with goblins, monsters, and trolls.
Posted in Comics & Graphic Novels

Empire of Imagination

Gary Gygax and the Birth of Dungeons & Dragons

Author: Michael Witwer

Publisher: Bloomsbury Publishing USA

ISBN: 1632862042

Category: Biography & Autobiography

Page: 320

View: 4970

The life story of Gary Gygax, godfather of all fantasy adventure games, has been told only in bits and pieces. Michael Witwer has written a dynamic, dramatized biography of Gygax from his childhood in Lake Geneva, Wisconsin to his untimely death in 2008. Gygax's magnum opus, Dungeons & Dragons, would explode in popularity throughout the 1970s and '80s and irreversibly alter the world of gaming. D&D is the best-known, best-selling role-playing game of all time, and it boasts an elite class of alumni--Stephen Colbert, Robin Williams, and Junot Diaz all have spoken openly about their experience with the game as teenagers, and some credit it as the workshop where their nascent imaginations were fostered. Gygax's involvement in the industry lasted long after his dramatic and involuntary departure from D&D's parent company, TSR, and his footprint can be seen in the genre he is largely responsible for creating. But as Witwer shows, perhaps the most compelling facet of his life and work was his unwavering commitment to the power of creativity in the face of myriad sources of adversity, whether cultural, economic, or personal. Through his creation of the role-playing genre, Gygax gave two generations of gamers the tools to invent characters and entire worlds in their minds. Told in narrative-driven and dramatic fashion, Witwer has written an engaging chronicle of the life and legacy of this emperor of the imagination.
Posted in Biography & Autobiography

The Magic Encyclopedia Advanced Dungeons & Dragons, Vol-1 2nd Edition, TSR Inc

The Magic Encyclopedia Advanced Dungeons & Dragons

Author: TSR Inc

Publisher: Bukupedia

ISBN: N.A

Category: Juvenile Fiction

Page: 65

View: 6429

Introduction The Magic Encyclopedia Volume One is the first of two volumes detailing the plethora of magical items that have been printed over the years for the fantasy role-playing games produced by TSR, Inc. This project quickly turned into a true monster. We found magical items dating all the way back to 1974, from the original DUNGEONS & DRAGONS® three-volume boxed set, all the way through the last projects to be shipped in December 1991. These two volumes contain approximately 5,500 magical items which have been released in a multitude of projects, ranging from accessories, boxed sets, flip books, folios, hard bounds, magazines, modules, and newsletters. Many of these items come from products that are out of print and nearly impossible to obtain, such as DRAGON® magazine Volume 1 Number 3, G3 Hall of the Fire Giant King, or any of the licensed roleplaying game material such as RED SONJA, CONAN, or INDIANA JONES (to name but a few). We included items from these products for the sake of completeness. However, all of these products can be acquired by attending the auction at the GEN CON® game fair or at local conventions. The classified ad section in POLYHEDRON® Newszine is another good source for these rare products. How to Use this Book This game accessory is intended for use with either version of the AD&D® game. However, a little fiddling is all that is required to make the items listed here compatible with the D&D® game; see the DUNGEONS & DRAGONS(R) Rules Cyclopedia, Appendix 2 for help making conversions. Each item listed herein is sorted by its name, given an experience point value, a gold piece value, and a product reference. To find a particular item, just look under its name in the table of contents. For example, all amulets are together, as well as all swords. Each volume takes a piece of the alphabet (i.e., Volume One contains A through G). This will help you locate items more quickly. Experience Value: To use an item's experience point value, check the particular rules you are using: In the original AD&D game, experience is awarded only for items kept and used on adventures. In the AD&D 2nd edition game, experience is awarded to the character who creates an item. In the D&D game, experience generally is not awarded for magical items at all. However, many DMs find it convenient to grant experience points to characters who find and keep items no matter what rules t
Posted in Juvenile Fiction

Dungeons and Desktops

The History of Computer Role-Playing Games

Author: Matt Barton

Publisher: CRC Press

ISBN: 1439865248

Category: Computers

Page: 451

View: 3399

Computer role-playing games (CRPGs) are a special genre of computer games that bring the tabletop role-playing experience of games such as Dungeons & Dragons to the computer screen. This genre includes classics such as Ultima and The Bard’s Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.
Posted in Computers

The Dungeon

Author: Lynne Reid Banks

Publisher: HarperCollins UK

ISBN: 0007530005

Category: Juvenile Fiction

Page: 224

View: 6545

A medieval tragedy and tale of retribution – The Dungeon is a powerful story from a writer of great skill and potency.
Posted in Juvenile Fiction

Rise of the Dungeon Master

Gary Gygax and the Creation of D&D

Author: David Kushner

Publisher: Nation Books

ISBN: 1568585608

Category: Comics & Graphic Novels

Page: 144

View: 8910

Rise of the Dungeon Master tells, in graphic form, the story of Gary Gygax, co-creator of Dungeons & Dragons, one of the most influential games ever made. Like the game itself, the narrative casts the reader into the adventure from a first person point of view, taking on the roles of the different characters in the story. Gygax was the son of immigrants who grew up in Lake Geneva, WI, in the 1950s. An imaginative misfit, he escaped into a virtual world based on science fiction novels, military history and strategic games like chess. In the mid-1970s, he co-created the wildly popular Dungeons & Dragons game. Starting out in the basement of his home, he was soon struggling to keep up with the demand. Gygax was a purist, in the sense that he was adamant that players use their imaginations and that the rules of the game remain flexible. A creative mind with no real knowledge of business, he made some strategic errors and had a falling out with the game's co-creator, his close friend and partner, David Arneson. By the late 1970s the game had become so popular among kids that parents started to worry -- so much so that a mom's group was formed to alert parents to the dangers of role play and fantasy. The backlash only fueled the fires of the young fans who continued to play the game, escaping into imaginary worlds. Before long, D&D conventions were set up around the country and the game inspired everything from movies to the first video games. With D&D, Gygax created the kind of role playing fantasy that would fuel the multibillion dollar video game industry, and become a foundation of contemporary geek culture.
Posted in Comics & Graphic Novels

The Slime Dungeon

Author: Falcon Logue,Jeffrey Logue

Publisher: Createspace Independent Publishing Platform

ISBN: 9781532935602

Category:

Page: 422

View: 4124

Death came on swift wings. A soul, blessed by a goddess, falls to the land and enters his new life. He clings to a single memory, the defining moment of his previous life. Now, he learns how to succeed in his new life, as a new dungeon heart. To become the best dungeon he can be, he partners with the one existence all dungeons need: his bonded Dungeon Pixie
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Unbroken Chain

A Forgotten Realms Novel

Author: Jaleigh Johnson

Publisher: Wizards of the Coast

ISBN: 0786957603

Category: Fiction

Page: 352

View: 2364

A hero trapped on the edge of light and dark... Ashok is a shadar-kai of the Shadowfell who is brought to the city of Ikemmu, a haven of shadar-kai who have learned to use their fierce need for adrenalin and danger to better their city and their civilization. Although he starts out eager to find the weaknesses in the strange city’s armor and return with them to his vicious enclave, Ashok finds himself drawn in by the city. As he struggles to find a balance for himself, his family finds the a way to bring down the city on the Shadowfell’s border. From the Paperback edition.
Posted in Fiction

The Evolution of Fantasy Role-Playing Games

Author: Michael J. Tresca

Publisher: McFarland

ISBN: 0786460091

Category: Games & Activities

Page: 238

View: 870

Tracing the evolution of fantasy gaming from its origins in tabletop war and collectible card games to contemporary web-based live action and massive multi-player games, this book examines the archetypes and concepts within the fantasy gaming genre alongside the roles and functions of the game players themselves. Other topics include: how The Hobbit and The Lord of the Rings helped shape fantasy gaming through Tolkien’s obsessive attention to detail and virtual world building; the community-based fellowship embraced by players of both play-by-post and persistent browser-based games, despite the fact that these games are fundamentally solo experiences; the origins of gamebooks and interactive fiction; and the evolution of online gaming in terms of technological capabilities, media richness, narrative structure, coding authority, and participant roles.
Posted in Games & Activities

Is It Wrong to Try to Pick Up Girls in a Dungeon? On the Side: Sword Oratoria, Vol. 1 (manga)

Author: Fujino Omori

Publisher: Yen Press LLC

ISBN: 0316447900

Category: Comics & Graphic Novels

Page: 229

View: 707

Aiz Wallenstein is the Sword Princess, one of the best fighters from the most powerful group in all of Orario, Loki Familia . She's consumed by one goal: become stronger. Together with her familia, Aiz departs on quests to some of the deepest floors of the dungeon, exploring and fighting the dangerous monsters born below. But when one expedition goes terribly wrong, will Aiz be strong enough to save her familia, or has all her work been for naught...?
Posted in Comics & Graphic Novels

Mazes and Monsters

A Novel

Author: Rona Jaffe

Publisher: Open Road Media

ISBN: 1504008448

Category: Fiction

Page: 373

View: 2141

Part thriller, part love story, Mazes and Monsters is a spellbinding novel about a group of college students in the 1980s who use a fantasy game as refuge from their personal, emotional, and social problems. Based loosely on the “steam tunnel incidents” of the 1970s, the four friends—Kate, Jay Jay, Daniel, and Robbie—eventually take their game too far when they decide to live-action role-play in the caverns near their college campus. What follows is terrifying and unexpected, as each character dives deep into the darkest part of their mind, those forbidden places where our most menacing truths lie.
Posted in Fiction

Enchiridion

Author: Epictetus

Publisher: N.A

ISBN: N.A

Category:

Page: N.A

View: 7552

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Dungeon Calamity

Author: Dakota Krout

Publisher: Createspace Independent Publishing Platform

ISBN: 9781979628235

Category:

Page: 404

View: 676

Powerful necromancers are on the move and Cal is caught in the crossfire. Without his faithful Wisp, Dani, Cal's mind slips and he begins creating traps and monsters that go against his already loose morals. After a direct threat from an unexpected force causes Cal's mind to stabilize, he throws all of his resources into keeping his thoughts clear while he funds searches for his lost companion. When others fail him again and again, Cal decides to take matters into his own hands. Deadly occurrences remind Dale that no matter how well he does in his small community, he is still considered a weakling in the greater world. Though he continues his physical and mental training, he decides to gain strength by any means necessary... even if these decisions are killing him.
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Incarceron

Author: Catherine Fisher

Publisher: Penguin

ISBN: 1101537140

Category: Young Adult Fiction

Page: 464

View: 1039

Incarceron is a prison so vast that it contains not only cells and corridors, but metal forests, dilapidated cities, and wilderness. It has been sealed for centuries, and only one man has ever escaped. Finn has always been a prisoner here. Although he has no memory of his childhood, he is sure he came from Outside. His link to the Outside, his chance to break free, is Claudia, the warden's daughter, herself determined to escape an arranged marriage. They are up against impossible odds, but one thing looms above all: Incarceron itself is alive . . .
Posted in Young Adult Fiction

Discipline & Punish

The Birth of the Prison

Author: Michel Foucault

Publisher: Vintage

ISBN: 0307819299

Category: Social Science

Page: 352

View: 1490

In this brilliant work, the most influential philosopher since Sartre suggests that such vaunted reforms as the abolition of torture and the emergence of the modern penitentiary have merely shifted the focus of punishment from the prisoner's body to his soul.
Posted in Social Science