Monstrous Compendium
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												  Monstrous Compendium.PdfHow To Use This Book Welcome to the fourth Monstrous Compendium volume. Here we detail rates are given in parentheses). Movements in different mediums are ab- the creatures unique to Krynn, the world of the DRAGONLANCE® saga. breviated as follows: Fl = fly, Sw = swim, Br = burrowing, Wb = web. As in previous volumes, all entries are given in alphabetical order on re- Flying creatures will also have a Maneuverability Class from A to E. movable loose-leaf sheets. The loose-leaf sheets can be placed in a master HIT DICE controls the number of hit points damage a creature can with- binder for easy reference as needed for an adventure. stand before being killed. Unless otherwise stated, Hit Dice are S-sided Important Note: These monsters should not be intermingled with the (l-8 hit points). The Hit Dice are rolled and the numbers shown are added monsters from the previous three volumes of the Monstrous Compen- to determine the monsters hit points. Some monsters will have a hit point dium; keep these monsters together in a separate section of your binder. spread instead of Hit Dice, and some will have additional points added to All monsters included here are typical for their type: likewise, the their Hit Dice. Thus, a creature with 4 +4 Hit Dice has 4d8 +4 hit points encounter tables are guidelines for general play. Variations of your own (8-36 total). Note that creatures with + 3 or more hit points are considered design are encouraged. Those DMs unfamiliar with the world of Krynn the next higher Hit Die for purposes of attack rolls and saving throws.
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												  Bestiary of the Realms: Volume 2Bestiary of the Realms: Volume 2 by Thomas M. Costa and Eric L. Boyd Art by Noëlle Triaureau Editorial assistance from Joe “Warlockco” Weber A NOTE FROM THE AUTHORS Welcome to volume two of the Bestiary of the Realms. As this is our second volume, you’ll find several score new or converted monsters, as well as a few different interpretations of monsters that have already been converted. A word of caution, just as many official 3E and 3.5E monsters did not slavishly follow earlier write-ups of those monsters, neither do the monsters herein. Instead, we did our best to consider all sources, hopefully make full and creative use of the 3.5E rules (including non-core WotC books), and in many cases add a little bit here and there to many of the monsters, even if it was in only adding or updating their Realms lore. A few have even been renamed. One last note, we’ve done our best to include source references for all things where appropriate, except those found in the three core rulebooks or Expanded Psionics Handbook. Until then, Sword High! – Thomas M. Costa and Eric L. Boyd ABOUT THE AUTHORS Thomas M. Costa is a senior analyst with the Government Accountability Office. He has been a contributor to several Wizards of the Coast products including Demihuman Deities and Races of Faerûn, and is the author of several Dragon Magazine and Wizards of the Coast website articles. He can be reached at [email protected]. Eric L. Boyd is a software designer and freelance game designer.
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												  Gargoyle Gamble Transcribed by Graeme "WO2" WalkerBy Ross "Pancreas Boy" Franks, as appeared in Pancreas Boy's Wyrdstone Shards Scenario 057 – Gargoyle Gamble Transcribed by Graeme "WO2" Walker. Edited by The Mordheimer. A crazed beggar has been blurting out that gargoyles have been talking to him in what is left of the rich quarters. He believes one particular gargoyle told him that if he could bring him some Wyrdstone he would help him out with his problems. You quickly decide to help the beggar right her and now and lock him in an unused cell and seek this gargoyle yourself. Terrain Each player takes it in turns to place a piece of terrain set up within an area roughly 4’x4’ with a gargoyle in the centre. Setup Each player rolls a dice. Whoever rolls highest chooses who sets up first. Both warbands start opposite each other. Special Rules It's Alive!: There are D3+1 Wyrdstones on the board, 10” away from the table edge and 6” away from each other and from the gargoyle. Place them as in the “Wyrdstone Hunt”. On returning them to the golem they melt into its form and disappear. The gargoyle then comes alive and you will need to see if it is under your control. Roll under your leadership on 2D6. Each Wyrdstone placed into the gargoyle, by the figure trying to control it, adds +1 to their leadership roll. If controlled the gargoyle fights with you, if not it immediately charges you. Anyone with Wyrdstones can attempt to control the gargoyle by being in base contact with it and by transferring the stones into the gargoyle.
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												  Dungeons^Hagons^Dungeons^Hagonsf ^ Edition Official Game Accessory Book of AH€ if acts Incredible Magic for All Campaigns! Credits Design: David "Zeb" Cook Additional Artifact Design: Rich Baker, Wolfgang Baur, Steve and Glenda Burns, Bill Connors, Dale "Slade" Henson, Colin McComb, Thomas M. Reid, and David Wise Supervision and Development: David "Zeb" Cook Editing: Thomas M. Reid Additional Editing and Proofreading: David Wise Cover Art: Fred Fields Art Coordination: Peggy Cooper Interior Art and Icons: Daniel Frazier Graphic Coordination: Sarah Feggestad SampleTypesetting: Gaye O'Keefe file TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva Cambridge CB1 3LB WI53147 U.S.A. United Kingdom ble of Contents \i Introduction 3 Mace of Cuthbert 52 Acorn of Wo Mai 11 Machine of Lum the Mad 53 All-Knowing Eye of Yasmin Sira 12 Mighty Servant of Leuk-o 58 Apparatus 13 Monocle of Bagthalos 61 Artifurnace 16 Obsidian Man 63 Axe of the Dwarvish Lords 17 Orbs of Dragonkind 65 Axe of the Emperors 19 Psychometron of Nerad 77 Baba Yaga's Hut 21 Queen Ehlissa's Marvelous Nightingale 78 Blackjammer's Cutlass 24 Recorder of Ye'Cind 79 Book with No End 25 Regalia of Good 80 Codex of the Infinite Planes 27 Regalia of Neutrality 80 Coin of Jisan the Bountiful 28 Regalia of Evil 80 Crystal of the Ebon Flame 29 Ring of Gaxx 90 Cup of Al'Akbar 30 Rod of Seven Parts 91 Talisman of Al'Akbar 30 Rod of Teeth 93 Death Rock 32 Scepter of the Sorcerer-Kings 95 Hammer of Gesen 33 Seal of Jafar al-Samal 97 Hand of Vecna 35 Silencer of Bodach 98 Eye of Vecna 35 Sword
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												  309810-Sample.PdfSample file Slaad Timing An adventure for 4-6 5th level adventurers Special Thanks Jeff Borders Bradley Barger ProDnD Rosemary Callahan-Gray Editing Cartography Writer Layout Saga Mackenzie Jeff Ellis Insta - @sagamackenzie Robert Tarr Olobosk Contents Adventure Background 2 Chapter 2: Capital Building17 Overview 2 Stationary Rooms 18 Personalizing the Adventure 2 6a. Waiting Room 18 Factions3 6b. Guided Tour Starting Room 18 Cultists3 6c. Gallery of Great Slaadi 19 Fey Merchant3 6d. Smoking Room 19 Holy Warriors 4 6f. Kitchen 20 Heretics 4 6e. Mail Room 20 Slaadi 5 6g. Prison 21 Limbo Puddles 6 Random Rooms 21 Prologue 7 6h. Trapped Treasure Room 22 Chapter 1: City Square 8 6j. False Boss Room Entrance 23 1. Park 9 6i. Body Double Room 23 2. Church 10 6k. The Ritual Chamber 24 3. Library 11 AppendixA:Monsters 25 4. Crystal Mines 13 Appendix B: Magic Items 28 5. Curiositys Shack 15 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and 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. ThisSample work contains material that is copyright Wizards of the Coast and/or other authors. Such material is usedfile with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Robert Tarr and published under the Community Content Agreement for Dungeon Masters Guild. 1 Adventure Background A local toad-worshipping cult recently learned of the slaadi and how these toad-like aliens can transform them into something similar to the creature they deify.Mortem Muerte,adeath slaad from the Ever- Changing Chaos of Limbo, sees the cult’s obsession with the slaadi as an opportunity to invade the Material Plane.
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												  Dragon Magazine #205Issue #205 Vol. XVIII, No. 12 May 1994 SPECIAL ATTRACTIONS Publisher Secrets abound in the wilderness TSR, Inc. 11 Uncover hidden lore as we spend some time in the great outdoors. Associate Publisher Brian Thomsen The People David Howery Editor-in-Chief 12 Explore a fantasy America-complete with Native Kim Mohan Americans. Associate editor Getting Back to Nature Jon Pickens Dale A. Donovan 26 Improve the distinctive flavor of the druid with these Fiction editor re-aligned spell spheres. Barbara G. Young Arcane Lore Jon Pickens Editorial assistant 34 Add these new (& old) spells to the druids repertoire. Wolfgang H. Baur Art director Larry W. Smith FICTION Production staff Cap Renvoorts Luck Daniel Hood Tracey Isler 76 Making your own luck is a risky proposition. Subscriptions Janet L. Winters REVIEWS U.S. advertising Cindy Rick The Role of Books John C. Bunnell 44 Read this column before Nightfall. DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR, Inc., PO. Box 756 (201 Sheridan Magazine Marketing, Tavistock Road, West Drayton, Springs Road), Lake Geneva WI 53147, United States Middlesex UB7 7QE, United Kingdom; telephone: of America. The postal address for all materials from 0895-444055. the United States of America and Canada except Subscriptions: Subscription rates via second-class subscription orders is: DRAGON® Magazine, PO. Box mail are as follows: $30 in U.S. funds for 12 issues 111, (201 Sheridan Springs Road), Lake Geneva WI sent to an address in the U.S.; $36 in U.S. funds for 12 53147, U.S.A.; telephone (414) 248-3625; fax (414) issues sent to an address in Canada; £21 for 12 issues 248-0389.
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												  Incredible Hulk: Vol. 1 FreeFREE INCREDIBLE HULK: VOL. 1 PDF Jason Aaron,Whilce Portacio,Marc Silvestri | 176 pages | 26 Dec 2012 | Marvel Comics | 9780785133360 | English | New York, United States Essential Incredible Hulk, Vol. 1 by Stan Lee Caught in the heart of a nuclear explosion, victim of gamma radiation gone wild Dr. Robert Bruce Banner now finds himself transformed during the times of stress into the dark personification of his repressed rage and fury: the Incredible Hulk, the most powerful man-like creature ever to walk the face of the earth! Relive his earliest Incredible Hulk: Vol. 1 here! Convert currency. Add to Basket. Book Description Marvel Comics, Condition: New. Brand New!. Seller Inventory VIB More information about this seller Contact this seller. Book Description Condition: New. Incredible Hulk: Vol. 1 Inventory S Items related to Essential Incredible Hulk, Vol. Essential Incredible Hulk, Vol. Lee, Stan. Publisher: Marvel Comics This specific ISBN edition is currently not available. View all copies of this ISBN edition:. Synopsis Caught in the heart of a nuclear explosion, victim of gamma radiation gone wild Dr. Buy New Learn more about this copy. Other Popular Editions of the Same Title. Search for all books with this author and title. Customers who bought this item also bought. Stock Image. Published by Incredible Hulk: Vol. 1 Comics New Paperback Quantity Available: 2. Seller Rating:. New Quantity Available: 1. The Incredible Hulk (comic book) - Wikipedia The Incredible Hulk is an ongoing comic book series featuring the Marvel Comics superhero the Hulk and his alter ego Dr. Bruce Banner. First published in Maythe series ran for six issues before it was cancelled in Marchand the Hulk character began appearing in Tales to Astonish.
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												  I6 RavenloftRavenloft is a classic gothic horror story. Many mysteries surround Strahd, his castle Ravenloft, and the lands of Barovia. After entering Barovia, the TABLE OF CONTENTS PCs are trapped by a deadly fog. Their adventure can run in any direction, Page culminating in a fantastic vampire hunt. Count Strahd von Zarovich The dark forests of Barovia are filled with wolves and other creatures, Who he is and how to play him..............................................3 making travel there quite unsafe. Fortunes of Ravenloft The gypsy card reading that foretells the adventure.............4 In a clearing in the Svalich woods, lies a gypsy camp. Only Madam Eva Lands of Barovia and her troupe pass in and out of Barovia. There are rumors that Strahd The Count's domain ................................................................6 gave Madam Eva a potion that neutralizes the fog, but no one has ever Start of the Adventure actually seen the potion. It is well known that Madam Eva foretells the future with surprising accuracy. A desperate plea for help ........................................................7 Lands of Barovia Planned Encounters The village of Barovia is a sad place now. Most of the shops have been Meeting Strahd and his creatures ...........................................7 forced to close. The night, and its creatures, belong to Strahd. When the sun Svalich Woods sets, the people of Barovia barricade their homes, trembling in fear. Each Home of the worg wolves ...................................................... 7 night the attacks get worse. Village of Barovia Once a prosperous town, now without hope.........................8 The Burgomaster's mansion is the center of most attacks. For some reason, Strahd is after Ireena Kolyana, the Burgomaster's adopted daughter.
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												  The Incredible HulkThe Incredible Hulk Monster, Man, Hero Dana McKnight Texas Christian University hen Marvel Comics introduced The Incredible Hulk in 1962, the following question was displayed prominently within a bold yellow question mark on W the front page: “Is he man or monster or…is he both?”1 Today, it seems easy to dismiss questions about the Incredible Hulk being a monster by merit of the popular Marvel Universe films, which brought the Incredible Hulk to a wide audience. I suspect that most Americans recognize the Incredible Hulk as a member of the Avengers: a hero, not a monster. However, when the Incredible Hulk first made his debut, Stan Lee expected his readers to wonder whether or not the Hulk would be a villain or a hero.2 Drawing from the first six issues of The Incredible Hulk I will discuss how the Incredible Hulk is simultaneously a hero and a monster, both an allegory of the military might of the United States in the atomic age and of the tenuous relationship between security and safety manifest in the uncontrolled destructive power of nuclear weapons. I will close with a glimpse into the contemporary post-9/11 Hulk. Man or Monster? First, it is cogent to get back to the “man or monster” question posed by Stan Lee in the very first issue of The Incredible Hulk, because the Hulk was both a man, Bruce Banner, and a monster, the Hulk. The “man-or-monster” question is not new and was 1 Stan Lee and Jack Kirby, “The Coming of the Hulk,” The Incredible Hulk, no.
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												  Dungeons & Dragons (1979) Supplement 1 GreyhawkSupplement I G R E Y H A W K BY GARY GYGAX & ROB KUNTZ With Special Thanks to Alan Lucion, Mike Mornard and Jeff Key for Suggestions ILLUSTRATIONS BY GREG BELL 2003 © 1976 — TSR GAMES 12th Printing, November, 1979 Printed in U.S.A. Index MEN & MAGIC Characters. ........................................ 4 Determination of Abilities ............................. 7 Non-Player Characters. ............................... 9 Levels and Number of Experience Points Necessary to Attain Them ..................... 9 Statistics Regarding Classes. ........................... 10 Guidelines for Awarding Experience Points for Monster Slaying. .........................12 Awarding Experience for Non- Player Characters ................................ 13 Alternate Combat System ............................. 13 Damage — Weapon Type .......................... 15 Damage — Monster Type .......................... 16 Spells T a b le........................................ 19 Explanation of Spells.................................21 MONSTERS & TREASURE The Monsters. ......................................33 Monster Descriptions. ................................34 Magical Maps Determination Table. .....................40 Explanation of Magic Items. ...........................46 THE UNDERWORLD & WILDERNESS ADVENTURES Tricks and Traps ................................. 61 Monsterous Tricks and Combination Monsters ........ ....................63 Monster Level Tables. ................................65 Foreword One cannot properly introduce a supplement to an existing
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												  The Master of Ravenloft Is Having Guests for Dinner . . . and You Are InvitedThe master of Ravenloft is having guests for dinner . and you are invited. A dark shape emerges from the shadow of Castle Ravenloft. A fl ash of lightning reveals the sneering countenance of Count Strahd von Zarovich. His eyes burn with eternal hunger and contempt for life. From a narrow balcony, he peers out into the drizzling twilight at the few sad lights of the village below and mutters a single name: “Ireena . .” The Expedition to Castle Ravenloft campaign adventure updates the original 1st Edition Ravenloft® module, retaining the Gothic fl avor and familiar elements while expanding and reimagining some of the locations to create a deeper, richer adventure experience. This campaign adventure is designed for characters of levels 6–10 and features a new, easy-to-use combat encounter format. This book also presents new magic items, feats, and prestige classes for player characters. BASED ON THE CLASSIC ADVENTURE BY Tracy and Laura Hickman For use with these DUNGEONS & DRAGONS® core books Player’s Handbook™ Dungeon Master’s Guide ® SampleMonster Manual ® file Visit our website at www.wizards.com/dnd ™ Sample file CREDITS DESIGNERS COVER ARTIST BRUCE R. CORDELL AND JAMES WYATT KEV WALKER BASED ON BY TRACY AND LAURA I6: RAVENLOFT INTERIOR ARTISTS HICKMAN DAVE ALLSOP, KALMAN ANDRASOFSKY, RALPH HORSLEY, WILLIAM O’CONNOR, LUCIO PARRILLO, DEVELOPMENT AND EDITING ANNE STOKES, EVA WIDERMANN JENNIFER CLARKE WILKES, BILL SLAVICSEK CARTOGRAPHERS EDITING MANAGER JASON ENGLE, KYLE HUNTER KIM MOHAN GRAPHIC DESIGNERS DESIGN MANAGER MARI KOLKOWSKY, TRISH YOCHUM, CHRISTOPHER PERKINS JENNIFER LATHROP DEVELOPMENT MANAGER JESSE DECKER GRAPHIC PRODUCTION SPECIALIST DIRECTOR OF RPG R&D ANGELIKA LOKOTZ BILL SLAVICSEK IMAGE TECHNICIAN SENIOR ART DIRECTOR D&D SVEN BOLEN STACY LONGSTREET PRODUCTION MANAGERS ART DIRECTORS JOSH FISCHER, RANDALL CREWS MARI KOLKOWSKY, KARIN JAQUES Some information in this book is taken from or derived from Domains of Dread by William W.
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												  1418250670944.Pdf1 Ranger 13 Introduction 3 Rogue 13 Updated Rules for Ravenloft 4 Sorcerer 14 Fear, Horror and Madness 4 Warlock 14 Powers Checks 4 Wizard 15 Outcast Rolls 4 Character Customization 16 Detection Spells 4 Backgrounds 16 Turn Undead 4 Anchorite 16 Destroy Undead 5 Arcanist 16 Channel Divinity 5 Avenger 16 Domain Lords 5 Doctor 16 Closed Domain Borders 5 Gypsy 16 Races 6 Languages 16 Caliban 6 Feats 17 Dragonborn 7 Back to a Wall 17 Drow Elves 7 Cold One 17 Half-Vistani 7 Courage 17 Humans 7 Firearms Expert 17 Teiflings 8 Ghostsight 17 Classes 9 Jaded 18 Barbarian 9 Open Minded 18 Bard 9 Skills 18 Cleric 9 Animal Handling 18 Druid 10 Deception 18 Fighter 11 Hypnosis 18 Equipment 19 Monk 11 Paladin 11 2 Credits Welcome to the 5th Edition Player’s Guide for Based on the Ravenloft Setting created by: the Ravenloft Campaign Setting. These are fan Bruce Nesmith and Andria Hayday created in the spirit and ideal of the setting as an aid to help bring Ravenloft games forward. Domains of Dread Setting written by: The overall intent of this update is a William W. Connors and Steve Miller desire to return Ravenloft back to its core ideals; a feeling that I believe was lost with the 3rd Edi- Sword and Sorcery Edition written by: tion rules and, of course, never even explored in 4th Edition. Andrew Cermak, John W. Mangrum and Andrew Wyatt This is a labor of love and an ongoing process so I hope that what I create is useful to Fan Update written by fans and DMs of Ravenloft from all over.