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Features that were not released until after 2007 that exist in RuneScape have since been released to Old School RuneScape. These include areas such as the God Wars Dungeon [4] and the Soul Wars minigame. [5] One of the more helpful features is a button that allows players to search or look up information about items and entities on the game's ...
The Isle of Dread is an adventure for the Dungeons & Dragons role-playing game.The adventure, module code X1, was originally published in 1981.Written by David "Zeb" Cook and Tom Moldvay, it is among the most widely circulated [1] of all Dungeons & Dragons adventures due to its inclusion as part of the D&D Expert Set.
Wood Elves are from the wooded kingdom of AvLee which lies in eastern Antagarich. They are descendants and cousins of the Vori elves. Snow Elves a.k.a. Vori Elves or "true elves", are from the icy isle of Vori, which lies north of the continent of Antagarich in Heroes of Might and Magic 3 and its expansions. [32]
A dungeon-crawler role-playing game that draws heavily on the Cthulhu Mythos. The optional final boss, the Abyssal God, bears a heavy resemblance to Cthulhu, and its minions are known as the Deep Ones. Fate/Grand Order: Delight Works: 2015 A role-playing mobile game that features characters influenced by the Mythos.
Although their marriage is chilly and mainly political, they eventually grow to love each other. During the Chaos War, she gives birth to a son, Silvanoshei. Years later during the War of Souls, Silvanoshei would fall in love with Mina and follows her to Sanction. There, he kills Takhisis and Mina kills him in turn. Alhana names her nephew ...
Though the term was originally applied to the series of Dungeons & Dragons 3rd Edition modules beginning with The Sunless Citadel, it later came to refer to several lengthy series, each consisting of 11 or 12 installments, published sequentially in Dungeon magazine. Typically set in the Greyhawk campaign setting, the Dungeon adventure paths are:
Allen Varney briefly reviewed the original Tome of Magic for Dragon magazine No. 172 (August 1991). [3] Varney surmised that spellcasters would focus on "heavy artillery" spells, but cautioned that the wise DM "should prefer the many spells that don't cause damage but instead enable good stories" such as the many communication spells that allow characters to convey information more easily and ...
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