Monster Manual Ii

Total Page:16

File Type:pdf, Size:1020Kb

Monster Manual Ii Advanced MONSTER MANUAL II An alphabetical listing of monsters found in ADVANCED DUNGEONS & DRAGONS • adventures, including attacks, damage, special abilities, descriptions, and random encounter tables. by Gary Gygax Sample file TSR, Inc. | | TSR (UK) Ltd. POB 756 ^^ ^^^*^> The Mill, Rathmore Road Lake Geneva, I M^A^^BTM Cambridge CB14AD Wl 53147 | ^ ^ I United Kingdom TSR, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR (UK) Ltd. ©1983 TSR, Inc. All Rights Reserved. ISBN 0-88038-031-4 394-53419-OTSR1200 Project Coordinator: Marlene Weigel Design Consultant: Jeff Grubb Cover Artist: Jeff Easley Interior Artists: Jim Holloway, Harry Quinn, Dave SutherlandSample, Larry Elmorfilee ADVANCED DUNGEONS & DRAGONS and DRAGON are registered trademarks owned by TSR, Inc. This module is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America r VI I'll V7 7M' VI •\ An Table Sampleof Conltent file s hlPage Preface 4 Acknowledgements 4 How To Use This Book 5 Monsters from A-Z 8 Random Encounter Tables 133 Index , 156 \ Preface More than five years have flown by since I wrote the preface for the first" MONSTER MANUAL During this time I have been designing and col-^ lecting monsters with the aim of publishing a second volume. You have it in your hands now. Besides being larger than MONSTER MANUAL I, this volume contains - all sorts of valuable material. There are new entries for classes such as devils and dinosaurs, demons and lycanthropes, dragons and giants; there are dozens of brand new creatures; and there are even more entries of the best of creatures which have appeared in limited circula- tion elsewhere. This volume puts them all together for easy reference. You will also notice the hundreds of new illustrations. However, as proud as we are of this volume and its predecessor, we aren't content to rest on our laurels! The creation of excellent new monsters is a continuing effort. Can we deny ourselves and our enthusi- astic players the benefits of such creativity? Neverl What we must do then is plan for a reasonable expansion of both volumes of this work. Just as new editions of an encyclopedia are published every few years, so, ideally, will be the MONSTER MANUAL. After all, what is this work if not an encyclopedia of creatures for the ADVANCED DUNGEONS & DRAGONS® game system? While a dozen volumes would not be feasi- ble, we would like one day for the MONSTER MANUAL to comprise three or four books. Of course, newly devised monsters will continue to appear in the pages of DRAGON® magazine and in modules. Most of the contents of MONSTER MANUAL II came about because you, our readers, expressed a desire for new monsters of one type or another. The other entries are here to complete the system. Whatever comes after this will depend by and large upon what suggestions we receive from players. Sample file My sincere gratitude is extended to Frank Mentzer and to Francois V Marcela-Froideval for their valuable assistance. Thanks are also due to the editors and artists and the rest of the crew at TSR who put this together with so much care! E. Gary Gygax October 1982 Acknowledgements Our special thanks to the following people. David Cook, Francois Marcela-Froideval, Jeff Grubb, Luke Gygax, Allen Hammack, Tracy Hickman, Harold Johnson, Vera Jane Koffler, Lenard Lakofka, Brian Pitzer, Mike Price, Paul Reiche, Jim Sandt, Lawrence Schick, David C. Sutherland III. How To Use This Book The term "monster" has two different meanings in this work. The the lair may be with only scouts or perimeter guards. The number range first—and more important—meaning is to designate any creature indicated should therefore be used only as a guideline and should be encountered, human, humanoid, or beast, and whether hostile or not. altered to suit the circumstances. Also, the number range indicated is Thus the term is used generically; until the party of adventurers is not necessarily recommended for underground (dungeon) encounters. certain about what they have met, it is a "monster." The secondary use The DM should select the number appearing in accordance with the type of the term is the more traditional one—to signify a wicked or horrible of challenge he wants to give the player characters. creature of some sort. Advanced Dungeons & Dragons® players will almost certainly be familiar with these two uses of the word already; ARMOR CLASS is a measure of how difficult it is to hit a creature. Armor those who are newcomers may find them a little confusing at first, but class reflects the general type of any protection worn, protection inher- experience will soon determine which of the two uses of the word is ent to the creature due to its physical structure or magical nature, or the appropriate in the particular context. degree of difficultyIn hitting a creature due to its speed, reflexes, etc. All these factors are combined into a single armor class value, and referees Each monster is given a full description in the text and values for a need not adjust this value to take account of high dexterity. Where number of parameters that collectively describe its behavior, combat mode, etc., in general terms. The parameters are explained below. necessary, adjustments have been included in the monster's individual description. Number Ranges MOVE shows the relative constant speed of the monster. Higher speeds Number ranges are used throughout MONSTER MANUAL II to indicate may be possible for short periods. The creature's movement rate can be numbers of creatures appearing, etc. The actual number selected is by scaled to whatever time period is desired by adjusting the ground scale dice roll. Number ranges are given so that the DM can select a number accordingly. In certain cases, more than one number is given under this appropriate to the challenge he wants to set the players. Number ranges heading; this indicates that the monster can travel in two or more appearing frequently and their dice equivalents are listed below for easy different media or modes: reference. X" = ground speed Dice Dice Dice /X" = flying speed Range Roll Range Roll Range Roll //X" = swimming speed 1-2 (1/3 d6) 3-12* (1d10+2) 6-36 (6d6) <X") = burrowing speed 1-3 (1/2 d6) 3-12 (3d4) 6-72 (6d12) *X" = climbing in a web 1-4 (1d4) 3-17 (2d8+1) @X" = climbing in trees 7-10 (1d4+6) 1-6 (1d6) 3-18 (3d6) 7-12 (1d6+6) 1-8 (1d8) 3-30 (3d 10) An agathion confined to ground travel would have only one number 7-28 (3d8+4) 1-10 3-36 (3d 12) such as 9"; however, a dragon that can walk and fly would have two 1-12 (1d12) 9-16 (1d8+8) numbers which would look like this: 6"/24" (6" for ground travel and 1-20 (1d20) 4-15 (1d12+3) /24" for flying). If a single number is given, that does not necessarily 1-100 4-16 (4d4) 10-40 (1d4*10) mean that the monster moves only along the ground (though it does in 4-24 (4d6) most cases); the main text must be consulted to make the meaning clear. 2-5 (1d4+1) 4-26 (2d12+2) 11-20 (1d1O+1O) 2-7 (1d6+1) 4-36 (2d12 + 2d6) 11-30 (1d20+10) The letters in parentheses indicate the monster's maneuverability class 2-8 (2d4) 12-30 (2d 10+10) (MC). Maneuverability class is explained in detail in the DUNGEON 2-9 5-8 (1d4+4) Sample file 12-48 (4d10+8) MASTER'S GUIDE. A monster with maneuverability class A is quick and 2-12 5-20 (5d4) (2d6) highly maneuverable in the air—difficult to hit and capable of rapid and 2-13 (1d12+1) 5-30 (5d6) 13-18 (1d6+12) fundamental changes of direction. At the other extreme, a monster of 2-16 (2d8) 5-40 (5d8) class E is slow-flying and ponderous—a relatively easy target, incapable 2-24 20-160 (2d8*10) (2d12) 5-50 (5d10) of sharp turns, and requiring a good deal of space to accomplish more 3-9 (2d4+1) 6-24 (6d4) 21-40 (1d20+20) than a very minor change in direction of flight. General Entries HIT DICE are used to calculate the number of hit points the monster can lose before dying (or, in some cases, before being temporarily banished The figures and facts given under these headings indicate the general back to place of origin). Unless stated otherwise, hit dice are 8-sided. status of the monster in question. Then follows a description of the The indicated number of dice are rolled and the resulting numbers monster in detail—its behavior, normal habitat, attack/defense styles, added together to arrive at the monster's total hit points. A monster special characteristics, and so on. An illustration of a typical creature of always has at least 1 hit die. the type is included whenever possible. Some monsters have fewer hit points than those indicated by the usual 8-sided die, and these are given in a range. Thus, if a creature has 1 -4 hit FREQUENCY refers to the chance of a creature being encountered in a points, a 4-sided die is rolled to determine the exact number.
Recommended publications
  • MYSTARA MESSAGE BOARD (AOL) Folder 2 - 25Th Aug 1995 to 12Th March 1996
    MYSTARA MESSAGE BOARD (AOL) Folder 2 - 25th Aug 1995 to 12th March 1996 Subj: * New Folder Date: 8/25/95 2:37:04 PM From: TSRO Tank Posted on: America Online Please resume the Mystara discussion here --TSRO Tank Subj: Mystara books? Date: 8/25/95 4:14:00 PM From: Anodaewyn1 Posted on: America Online Now, maybe I'm missing something... but, the only book that I have for the Mystara setting is the Dragonlord series. Just the two. Are there others? ~~J Subj: Re:Mystara books? Date: 8/25/95 4:40:24 PM From: TSR Bruce Posted on: America Online There should only be three (Dragonlords, Dragonkings, and Knights of Mystara coming out in November). Bruce Heard Subj: Swashbucklers & Firearms Date: 8/25/95 4:41:58 PM From: TSR Bruce Posted on: America Online Repeated from previous folder: Subj: Firearms & Swashbucklers Date: 95-08-25 14:10:47 EDT From: TSR Bruce Posted on: America Online Just a note to say that I'll be posting some questions to debate in the Red Steel folder, hopefully today. This has to do with adapting a campaign setting to firearms and swashbucklers. In general this Page 1 of 170 MYSTARA MESSAGE BOARD (AOL) Folder 2 - 25th Aug 1995 to 12th March 1996 affects the use of firearms vs. armor, and secret fencing passes favoring skilled swordsmen with rapiers and main gauche. I'm just looking for comments and opinions. Thanks. Bruce Heard Subj: Re:Mystara books? Date: 8/25/95 8:53:30 PM From: Anodaewyn1 Posted on: America Online okay cool....thanks for the info.
    [Show full text]
  • Nither Man Nor Beast
    Tablu of Contunts Introduction ................... ..2 Welcome to the Horror ...... ...2 Maintaining the Mystery ....... .....3 The Good Ship Sunset Empires. ..........4 The Good Ship Sunset Empires. ..........5 TheCrew .................. .....8 Life Under Sail. ... 10 Dr. Fran’s Island .... ... 17 Awakening ........ .17 A Tour of the Island. .... 18 Adventures in Paradise . ....23 Dr. Fran’s Manor. .......... ...28 Key to the Manor. ......... .... 28 The Members of the Household. > .33 Manor Life. ............... , .34 The Monastery of the Lost. .. ...45 Getting There ......... ....45 The Monastery ........ .... 45 The Brethren. ........... ....52 Reaching the Monastery ... ....55 Finale. ................. ...59 A Treachery Revealed. .. ....59 Akanga’s War ......... .... 59 Escape From the Island. .............. .63 Wrapping_- - Things- Up ..................64 Theshanty ........................ 12 The Broken Ones: A Quick Guide ......21 Markov’s Journal.. ................. .33Sample file The Order of the Guardians .......... .46 The History of Markovia ..............48 The Table of Life. ................... .51 Crudits TSR, Inc. TSR Ltd. Jeff Grubb Design: 20 1 Sheridan Springs-- 120 Church End, Editing: John D. Rateliff Lake Geneva Cherry Hinton Project Coordination: Harold Johnson 53147 Cambridge CBl 3LB Cover Art: Larry Elmore WI Interior Art: Valerie Valusek & Karolyn Guldan U.S.A United Kingdom Additional Art: Mark Nelson, Ned Dameron, & Stephan Fabian Bruce Zamjahn Art Direction: 9499 Cartography: Robin Raab & Roy M. Boholst Typesetting: Gaye O’Keefe & Tracey Isler ADVANCED DUNGEONS & DRAGONS, ADGD, DRAGONLANCE, and RAVENLOFT are registered trademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. 01995 TSR, Inc. All Rights Reserved. Made in the U.S.A.
    [Show full text]
  • 282259-Sample.Pdf
    Sample file Sample file INTRODUCTION TO WORLDS®or riovniruiit Game Introduction l;o the Dlayerls Handbook lNTRODUCTION . Finding Secret Doors . Contents of the Game Box. Moving. What Kind of Game is the AD8.D"' Game? . Surprise . What is a Role-Playing Game? . l\)I\.lI\Jt\J Dangers . How Do I Win.' 7 . .. Deat . I2 How Do I Play? . l\Jt\) Clerics Powers . Thieves’ Powers . Ptrwrie CHARACTERS . Alignment . What the Scores Mean . U'1-F‘=- Creating a Character . Character Class . Character Creation Checklist . I6 Humans, Elves, and Dwarves. The Ability Scores . What's Next? . UlU‘|U\ Player Character Races . Dwaives. RULES . Elves . Basic Rules. Character Class . Dice . I-‘ighters . Time and the Round . Wizards . Moving . Clerics . I-ighting . Thieves . Casting Spells . Rolling Hit Points. finding and Removing Traps . Starting Money and Equipment . Money, Treasure, and Magical items . .. Norma Equipment . .. Equipment. Character Levels and Experience Points . Wizi\rto’s SPELE5 . Expanded Rules. The Rule of the DM . CLrr:ic's Seats . Ability Checks . 33566-.aLaLa'aa'~.i'a~iasaia~ Design: Bruce Nesmith Editing: Julia Martin and Thomas M. Reid Art Coordinator: Peggy Cooper Cover Art: Jeff Easley Interior Art: Bruce Eagle, Jeff Easley, Paul Jaquays, Walter Velez and Robin Wood Graphics Coordinator: Sarah Feggestad Graphic Design: Dee Barnett Electronic Prepress Coordinator: Tim Coumbe Typography: Angelika Lokotz Production: Paul Hanchette TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB USA United Kingdom At;iri\ncti:~ Dtiucrorvs EL Draitcoivs, noao, DUNGEIJN Mitsrrie, and Diiucrovs 8. Diatcoivs are registered trademarks owned bv TSR, Inc The TSR logo, Ivtotvsrnous MANUAL, and the CD_logo are trademarks owned by TSR, Inc.
    [Show full text]
  • D&D Player's Basic Rules V0.2
    Player’s Basic Rules Version 0.2 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Based on the original D&D game created by E. Gary Gygax and Dave Arneson, with Brian Blume, Rob Design Team: Christopher Perkins, James Wyatt, Rodney Kuntz, James Ward, and Don Kaye Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Drawing from further development by Bruce R. Cordell J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith Producer: Greg Bilsland Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Kolkowsky, Melissa Rapier, Shauna Narciso Heinsoo Graphic Designers: Bree Heiss, Emi Tanji Interior Illustrator: Jaime Jones Playtesting provided by over 175,000 fans of D&D. Thank you! Additional Contributors: Kim Mohan, Matt Sernett, Chris Dupuis, Tom LaPille, Richard Baker, Chris Tulach, Miranda Additional consultation provided by Horner, Jennifer Clarke Wilkes, Steve Winter, Nina Hess Jeff Grubb, Kenneth Hite, Kevin Kulp, Robin Laws, S. John Ross, the RPGPundit, Vincent Venturella, and Zak S. Project Management: Neil Shinkle, Kim Graham, John Hay Production Services: Cynda Callaway, Brian Dumas, Jefferson Dunlap, Anita Williams Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom Release: August 12, 2014 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
    [Show full text]
  • DRAGONLANCE® Classics, Volume 2 by Hickman, Niles, and Dobson
    Sample file Official Game Adventure DRAGONLANCE® Classics, Volume 2 by Hickman, Niles, and Dobson Table of Contents Prologue .........................................................................................................4 Wherein lhe Tale told, and lhe story expounded lhus far. A once·mighty cityis collapses inlo chaos before the dragonhordes. Chapter 1: The Fall of Tarsis .............................................................................. 6 A road cold and forlorn leads to the Dragon Orb. Chapter 2: The Ice Reaches .............................................................................. 1 0 A band of barbarians may offer warmth and succor-or an icy death. Chapter 4:3: Thelcewall Ice CastleFolk .................................................................................... ................................................................................. 1519 Frozen in the midst of the vast glacier, an ancient fortress guards a mighty secret. A vessel from the past offers a pathway to the future. EpilogueChapter 5: ....................................................... lcemountain Bay ................................................................................................................................2425 Wherein the heroes set sail westward to search for a mysterious isle of counsel and hope. The Elves of Krynn ..........................................................................................27 TheIn Dragon which theDargent Heroes ......................................................................................
    [Show full text]
  • Dragon Magazine
    DRAGON 1 Publisher: Mike Cook Editor-in-Chief: Kim Mohan Shorter and stronger Editorial staff: Marilyn Favaro Roger Raupp If this isnt one of the first places you Patrick L. Price turn to when a new issue comes out, you Mary Kirchoff may have already noticed that TSR, Inc. Roger Moore Vol. VIII, No. 2 August 1983 Business manager: Mary Parkinson has a new name shorter and more Office staff: Sharon Walton accurate, since TSR is more than a SPECIAL ATTRACTION Mary Cossman hobby-gaming company. The name Layout designer: Kristine L. Bartyzel change is the most immediately visible The DRAGON® magazine index . 45 Contributing editor: Ed Greenwood effect of several changes the company has Covering more than seven years National advertising representative: undergone lately. in the space of six pages Robert Dewey To the limit of this space, heres some 1409 Pebblecreek Glenview IL 60025 information about the changes, mostly Phone (312)998-6237 expressed in terms of how I think they OTHER FEATURES will affect the audience we reach. For a This issues contributing artists: specific answer to that, see the notice Clyde Caldwell Phil Foglio across the bottom of page 4: Ares maga- The ecology of the beholder . 6 Roger Raupp Mary Hanson- Jeff Easley Roberts zine and DRAGON® magazine are going The Nine Hells, Part II . 22 Dave Trampier Edward B. Wagner to stay out of each others turf from now From Malbolge through Nessus Larry Elmore on, giving the readers of each magazine more of what they read it for. Saved by the cavalry! . 56 DRAGON Magazine (ISSN 0279-6848) is pub- I mention that change here as an lished monthly for a subscription price of $24 per example of what has happened, some- Army in BOOT HILL® game terms year by Dragon Publishing, a division of TSR, Inc.
    [Show full text]
  • Tome of Magic That for the Players
    Official Game Accessory Sample file New spells and magical items for priest and wizard classesl TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva Cambridge CB1 3LB Wl 53147 U.S.A. United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, inc. PRODUCTS OF YOUR IMAGINATION, BATTLESYSTEM, and the TSR logo are trademarks owned by TSR, Inc. e1991 TSR, Inc. All rights reserved. Printed in the U.S.A. Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional d istributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. 1-56076-107-5 This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written consent of TSR, Inc. Forward Whew, another big project behind me! Never did I ends didn't sound exciting for either a game designer or realize when I started work on the Tome of Magic that for the players. The Tome of Magic needed it would become such an undertaking. After all, it something—a hook—to make it interesting. seemed so simple. At that point, I should have known As a result, the Tome of Magic is much more than better. just a collection of spells. There are many new ideas It all started with a seemingly innocent comment, about the types and uses of magic in these pages—wild something like, "There are a lot of gaps in the spell lists magic, cooperative magic, focuses, elementalists, and for wizards and priests.
    [Show full text]
  • Dragon Magazine #100
    D RAGON 1 22 45 SPECIAL ATTRACTIONS In the center: SAGA OF OLD CITY Poster Art by Clyde Caldwell, soon to be the cover of an exciting new novel 4 5 THE CITY BEYOND THE GATE Robert Schroeck The longest, and perhaps strongest, AD&D® adventure weve ever done 2 2 At Moonset Blackcat Comes Gary Gygax 34 Gary gives us a glimpse of Gord, with lots more to come Publisher Mike Cook 3 4 DRAGONCHESS Gary Gygax Rules for a fantastic new version of an old game Editor-in-Chief Kim Mohan Editorial staff OTHER FEATURES Patrick Lucien Price Roger Moore 6 Score one for Sabratact Forest Baker Graphics and production Role-playing moves onto the battlefield Roger Raupp Colleen OMalley David C. Sutherland III 9 All about the druid/ranger Frank Mentzer Heres how to get around the alignment problem Subscriptions Georgia Moore 12 Pages from the Mages V Ed Greenwood Advertising Another excursion into Elminsters memory Patricia Campbell Contributing editors 86 The chance of a lifetime Doug Niles Ed Greenwood Reminiscences from the BATTLESYSTEM Supplement designer . Katharine Kerr 96 From first draft to last gasp Michael Dobson This issues contributing artists . followed by the recollections of an out-of-breath editor Dennis Kauth Roger Raupp Jim Roslof 100 Compressor Michael Selinker Marvel Bullpen An appropriate crossword puzzle for our centennial issue Dave Trampier Jeff Marsh Tony Moseley DEPARTMENTS Larry Elmore 3 Letters 101 World Gamers Guide 109 Dragonmirth 10 The forum 102 Convention calendar 110 Snarfquest 69 The ARES Section 107 Wormy COVER Its fitting that an issue filled with things weve never done before should start off with a cover thats unlike any of the ninety-nine that preceded it.
    [Show full text]
  • Dungeons & Dragons 3.5 Edition Index – Deities
    Dungeons & Dragons 3.5 Edition Index – Deities http://www.crystalkeep.com/d20 Collected by Chet Erez ([email protected]) and the members of the Crystal Keep Forum Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php February 28, 2007 Table of Contents Page Index...........................................................................................................................................................................................................................2 Core Deities................................................................................................................................................................................................................4 Campaign Settings......................................................................................................................................................................................................5 Grayhawk................................................................................................................................................................................................................................................5 Forgotten Realms....................................................................................................................................................................................................................................8 Mulhorandi ...................................................................................................................................................................................................................................
    [Show full text]
  • Pages from the Mages
    Dungeons&.DragonAdvanced s Pages the Mag By Ed Greenwood and Tim Beach Cwedfts Design: Ed Greenwood, Tim Beach Editing: Jon Pickens Cover Art: Jeff Easley Black and White Art: Valerie Valusek Interior Four Color Art: Ned Dameron and Erik Olson Cover Design: Renee Ciske Sample file Typography: Angelika Lokotz Graphic Design: Dee Barnett Thanks to Wolfgang Baur, Tom Prusa, Mike Selinker, Wayne Chandler, Brian Chandler, Dawn Arnone, and the early Fellowship of the Tower (Steve Morrow, Todd Keyser, Geoff Hinkle, Robert Schneider, Mitzi Young, Rob Nicholls, Dave Shidler, and Jeff Neville) ADVANCED DUNGEONS & DRAGONS, AD&D, DRAGON, SPELLJAMMER, and FORGOTTEN REALMS are registered trademarks of TSR, Inc. ENCYCLOPEDIA MAG1CA, MONSTROUS MANUAL, and the TSR Logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinct likenesses thereof are trademarks of TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This work is protected by the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written consent of TSR, Inc. Copyright ©1995 TSR, Inc. All Rights Reserved. Printed in the U.S.A. ISBN 0-7867-0183-7 9491XXX1501 TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake
    [Show full text]
  • Dragon Magazine #120
    Magazine Issue #120 Vol. XI, No. 11 SPECIAL ATTRACTIONS April 1987 9 PLAYERS HANDBOOK II: Publisher The ENRAGED GLACIERS & GHOULS games first volume! Mike Cook Six bizarre articles by Alan Webster, Steven P. King, Rick Reid, Jonathan Edelstein, and Editor James MacDougall. Roger E. Moore 20 The 1987 ORIGINS AWARDS BALL0T: A special but quite serious chance to vote for the best! Just clip (or copy) and mail! Assistant editor Fiction editor Robin Jenkins Patrick L. Price OTHER FEATURES Editorial assistants 24 Scorpion Tales Arlan P. Walker Marilyn Favaro Barbara G. Young A few little facts that may scare characters to death. Eileen Lucas Georgia Moore 28 First Impressions are Deceiving David A. Bellis Art director The charlatan NPC a mountebank, a trickster, and a DMs best friend. Roger Raupp 33 Bazaar of the Bizarre Bill Birdsall Three rings of command for any brave enough to try them. Production Staff 36 The Ecology of the Gas Spore Ed Greenwood Kim Lindau Gloria Habriga It isnt a beholder, but it isnt cuddly, either. Subscriptions Advertising 38 Higher Aspirations Mark L. Palmer Pat Schulz Mary Parkinson More zero-level spells for aspiring druids. 42 Plane Speaking Jeff Grubb Creative editors Tuning in to the Outer Planes of existence. Ed Greenwood Jeff Grubb 46 Dragon Meat Robert Don Hughes Contributing artists What does one do with a dead dragon in the front yard? Linda Medley Timothy Truman 62 Operation: Zenith Merle M. Rasmussen David E. Martin Larry Elmore The undercover war on the High Frontier, for TOP SECRET® game fans. Jim Holloway Marvel Bullpen Brad Foster Bruce Simpson 64 Space-Age Espionage John Dunkelberg, Jr.
    [Show full text]
  • Dragon Magazine #236
    The dying game y first PC was a fighter named Random. I had just read “Let’s go!” we cried as one. Roger Zelazny’s Nine Princes in Amber and thought that Mike held up the map for us to see, though Jeff and I weren’t Random was a hipper name than Corwin, even though the lat- allowed to touch it. The first room had maybe ten doors in it. ter was clearly the man. He lasted exactly one encounter. Orcs. One portal looked especially inviting, with multi-colored veils My second PC was a thief named Roulette, which I thought drawn before an archway. I pointed, and the others agreed. was a clever name. Roulette enjoyed a longer career: roughly “Are you sure you want to go there?” asked Mike. one session. Near the end, after suffering through Roulette’s “Yeah. I want a vorpal sword,” I said greedily. determined efforts to search every 10’-square of floor, wall, and “It’s the most dangerous place in the dungeon,” he warned. ceiling in the dungeon, Jeff the DM decided on a whim that the “I’ll wait and see what happens to him,” said Jeff. The coward. wall my thief had just searched was, in fact, coated with contact “C’mon, guys! If we work together, we can make it.” I really poison. I rolled a three to save. wanted a vorpal sword. One by one they demurred, until I Thus ensued my first player-DM argument. There wasn’t declared I’d go by myself and keep all the treasure I found.
    [Show full text]