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Kingdoms and Castles is a city-building game in a medieval setting. [1] [2] Players begin by placing down a castle on one of the game's islands, strategically placing it next to resources such as fertile land or iron deposits. The player has a limited number of peasants who perform jobs such as farming, building and collecting lumber.
Included a 52-page Player's Guide to Immortals and a 32-page DM's Guide to Immortals. TSR 1017: The New Easy-to-Master Dungeons & Dragons Game: Troy Denning: April 1991: A revised Basic Set, now expanded to cover levels 1 through 5, which presents the rules using a flash card system. Includes a beginning adventure with maps and accessories: TSR ...
The Castle Guide is a rules supplement intended for the 2nd edition Dungeon Master's Guide which covers life in feudal lands, and how to build, run, siege, and defend castles. [1] Reviewer Keith H. Eisenbeis stated that it "contains all types of useful and needed information about almost every aspect of castle existence from construction to ...
Castles of Hârn was written by Edwin King and Richard Porter, with art by Eric Hotz, and was published by Columbia Games in 1988 as a 64-page book. [2]Shannon Appelcline noted that "This was the golden age of Hârn, roughly from 1983, when Cities of Hârn was produced to 1987, when Columbia completed their coverage of the core Hârn kingdoms and started producing standalone books like Son of ...
There is a detailed overview map of the city here as well which is based on the original map published by TSR in 1989. Chapter 2: Castle and Dungeon - This chapter contains more background history for the ruins and has a detailed overview map to all the dungeons below the ruins and the structures on the surface level. The adventure leaves many ...
If, for instance, the party steals a book from a room in Castle C, then later tosses a fireball into the Castle A incarnation of the same room, the stolen book may turn to ash in their hands. Think of the Forlorn material as a bonus; get this for the castle." [1] Gene Alloway reviewed the module in a 1994 issue of White Wolf. [2]
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Regents can also choose to build castles, muster troops, issue decrees, establish treaties, etc. Both priest and wizard characters are able to utilize their holdings (temples and sources, respectively) to cast realm spells. Realm spells are large-scale magic that can affect entire provinces. They are often costly both in terms of gold and regency.