Mind Flayer Infiltrator Level 14 Lurker
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Arak and Gwydion (Some Thoughts on the Shadow Elves' History) By R. Sweeney Gwydion isn't a 'real' demon, but rather a creature of great power from the plane of shadow. Gwydion's evil was his enslavement of the ShadowElves. His torment is his betrayal by Arak. Unlike Vecna, he was not on the prime and could only be 'trapped' because he was trying to follow the Shadow Elves into RL. (Presumably to kill them or re-enslave them). I wonder what Arak was thinking, however. Would there be anyplace he could take the Shadow elves into exile where Gwydion could not follow? Did he think he could hide from such a powerful creature? Gwydion must have had an enemy. A sibling perhaps. The Shadow Elves must have acted as some sort of armed forces for him. Arak must have believed that if Gwydion suddenly found himself without his Slaves, he would have been destroyed by his rivals. However, there other.. less satisfying, perhaps, ways of re-writing ShadowElf history. Gwydion, the shadow-being, falls 'in love' with an elf from some other world. They mate, bear children. Woman dies, Gwydion takes his children and their children as slaves. Millenia pass. Arak was Gwydion's favorite. Perhaps, Gwydion had mated with one of the Shadow elves of unsurpassed beauty and begat Arak. Thus, he set his son above all the other slaves. Arak, however, desired more than to be the head of the slaves. He managed to betray his father to his enemies. Arak had intended patricide. He was going to take away Gwydion's protective armed forces, leaving him vulnerable to attack by his other enemies. -
The Fascination of Evil: Mental Malpractice in Shakespearean Tragedy
THE FASCINATION OF EVIL: MENTAL MALPRACTICE IN SHAKESPEAREAN TRAGEDY by JEFFREY CALLAWAY STEELE A thesis submitted to The University of Birmingham for the degree of DOCTOR OF PHILOSOPHY The Shakespeare Institute Department of English School of Humanities The University of Birmingham September 2006 Resub: October 2008 University of Birmingham Research Archive e-theses repository This unpublished thesis/dissertation is copyright of the author and/or third parties. The intellectual property rights of the author or third parties in respect of this work are as defined by The Copyright Designs and Patents Act 1988 or as modified by any successor legislation. Any use made of information contained in this thesis/dissertation must be in accordance with that legislation and must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the permission of the copyright holder. ABSTRACT The first part of this thesis offers a study of the phenomenon of fascination as it was understood in early modern England—specifically in its relation to magic, demonology and witchcraft. It examines fascination’s place within cultural traditions, and its operation within perception theory and the psychophysiology of the early modern medical understanding. It also examines some ways in which fascination operates within a theatrical context, and encounters the discourse of early modern “anti-theatricalists.” The second part of the thesis is an analysis of the Shakespearean tragic hero’s encounter with elements of fascinating bewitchment, and the problems of discerning reality through the mesmeric pull of misperception. The specific subjects of the dramatic analysis are Othello and Macbeth. For Chrissy, … without whose continued faith, support, and encouragement, as well as some timely and persistent prodding, I should never have finished this. -
Bestiary of the Realms: Volume 2
Bestiary 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. -
The Lost Kenku
THE LOST KENKU Illustrated and Written By Shawn Wood Note from the Author o say this is a loosely constructed adventure may be an exaggeration of some degree. However, some patron saint of children requested a pdf of my adventure notes. So, here we are. I’ve use one version or another of this adventure to introduce people to the D&D experi- ence as it has all the elements of a good game with very little ramp up time needed. The adventure structure is created in such a way to allow for as much or as little combat is desired. Encounters can be changed to suit a lvl1 cam- paign, and with a little imagination I imagine one could have fun altering it for a party in the high teens. Some nice paintings of Ancient Dragons and Neoliths may be in order. Have fun with it. Change, add, or remove monsters, items, and characters as you see fit. A special thanks to the wonderful donors of the Extra Life Charity and the Dungeons and Dragons Team. Together we can manage to do a little bit of good in this mind-flayer-run world. 2 | THE LOST KENKU | A 2017 EXTRA LIFE ADVENTURE Wizard of Weirding Mind Flayer Alhoon The Wizard Weirding is a mind flayer alhoon in dis- guise. It uses disguise self to appear as a male human wizard named Weirding. Long ago, it left the hive in search of power and immortality through magic. To blend in with the general population of Faerun, the alhoon mar- ried a human woman and adopted her child as his own. -
1601270968445.Pdf
Setting Background History Religion Character Creation and Alternate Rules Races Backgrounds Classes Equipment Oh, imagine a land, it's a faraway place Where the caravan camels roam Where you wander among every culture and tongue It's chaotic, but hey, it's home. When the winds from the east And the suns from the west And the sand in the glass is right Come on down, stop on by Hop a carpet and fly History To another Arabian night… This chapter will give a broad overview of the Factions, Nations, and major NPCs, as well as a brief idea of where they all fit together. Religion What is Al Arda? Faith is all-important in Al Arda. This chapter Al Arda is a world much like our own, though will explain which ones you can be a part of, where magic runs rampant, even wild in the and which ones you may wish to avoid. very streets of her great cities. It is a world where Princesses dream of another life, Station, Honor, Fate, and The where beggars can become kings, and where Evil Eye a wrong turn on the dunes can end your This chapter will explain rules involving the very life. social and mystical customs of the land. This world is based on the myths, fantasies, and Rule Zero: Look out for Djinnis. pop-culture view of the Middle East and the Arabian Peninsula in particular. Angels, Race Devas, Asuras, Daemons, and Devils all The Races which inhabit the land are described make their appearances, as do Djinni. -
Dragon Magazine #248
DRAGONS Features The Missing Dragons Richard Lloyd A classic article returns with three new dragons for the AD&D® game. Departments 26 56 Wyrms of the North Ed Greenwood The evil woman Morna Auguth is now The Moor Building a Better Dragon Dragon. Paul Fraser Teaching an old dragon new tricks 74Arcane Lore is as easy as perusing this menu. Robert S. Mullin For priestly 34 dragons ... Dragon Dweomers III. Dragon’s Bestiary 80 Gregory W. Detwiler These Crystal Confusion creatures are the distant Dragon-Kin. Holly Ingraham Everythingand we mean everything 88 Dungeon Mastery youll ever need to know about gems. Rob Daviau If youre stumped for an adventure idea, find one In the News. 40 92Contest Winners Thomas S. Roberts The winners are revealed in Ecology of a Spell The Dragon of Vstaive Peak Design Contest. Ed Stark Columns Theres no exagerration when Vore Lekiniskiy THE WYRMS TURN .............. 4 is called a mountain of a dragon. D-MAIL ....................... 6 50 FORUM ........................ 10 SAGE ADVICE ................... 18 OUT OF CHARACTER ............. 24 Fiction BOOKWYRMs ................... 70 The Quest for Steel CONVENTION CALENDAR .......... 98 Ben Bova DRAGONMIRTH ............... 100 Orion must help a young king find both ROLEPLAYING REVIEWS .......... 104 a weapon and his own courage. KNIGHTS OF THE DINNER TABLE ... 114 TSR PREVIEWS ................. 116 62 PROFILES ..................... 120 Staff Publisher Wendy Noritake Executive Editor Pierce Watters Production Manager John Dunn Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha On the Cover Fred Fields blends fantasy with science fiction in this month's anniversary cover. -
309810-Sample.Pdf
Sample 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. -
The Abbot's Letter to Vasili ...2 the Anti God
Tomes of Ravenloft is a collection of twenty three player handouts The Abbot’s Letter to Vasili ........................... 2 intended to enrich a Curse of Strahd campaign. The entries marked The Anti God .................................................. 3 with a * in the Table of Contents are books or letters native to the Baking (for) Children ..................................... 4 campaign. They were mentioned somewhere in the text but had no Balinok Mountains Survey Report ................. 5 substance—until now. Barovian Home Remedies .............................. 6 The other entries are completely new creations. You can find a The Blade of Truth* ....................................... 7 place for them and hand them out whenever you feel the time has Castle Building 101* ........................................ 8 come. Study them well. Some offer quest hooks, others tell the The Devil We Know* ...................................... 9 characters about the lore of the world. Some of the lore is old, Embalming: The Lost Art* ............................ 10 other lore is completely new. For example, did you know that the From the Life of Saint Markovia ................... 11 inhabitants of Barovia called their home Balinokova before the Goats of the Balinok Mountains* ................... 12 devil Strahd invaded? The Grimoire of the Four Quarters* .............. 13 Hymns to the Dawn* ...................................... 14 On the following page, you will find some ideas on where to place Killing the Devil ............................................ -
Dragon Magazine #217
Issue #217 Vol. XIX, No. 12 May 1995 Publisher TSR, Inc. Associate Publisher Brian Thomsen SPECIAL ATTRACTIONS Editor-in-Chief Boons & Benefits Larry Granato Kim Mohan 10 Compensate your PCs with rewards far more Associate editor valuable than mere cash or jewels. Dale A. Donovan Behind Enemy Lines Phil Masters Fiction editor 18 The PCs are trapped in hostile territory with an Barbara G. Young entire army chasing them. Sounds like fun, doesnt it? Editorial assistant Two Heads are Better than One Joshua Siegel Wolfgang H. Baur 22 Michelle Vuckovich Split the game masters chores between two people. Art director Class Action Peter C. Zelinski Larry W. Smith 26 How about a party of only fighters, thieves, clerics, or mages? Production Renee Ciske Tracey Isler REVIEWS Subscriptions Janet L. Winters Eye of the Monitor Jay & Dee 65 Imitation is the sincerest form of flattery. U.S. advertising Cindy Rick The Role of Books John C. Bunnell 86 Delve into these faerie tales for all ages. U.K. correspondent and U.K. advertising Carolyn Wildman DRAGON® Magazine (ISSN 1062-2101) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S. -
Sorcerer: Slaad Symbiote
UNRAVELED ARCHIVES Sorcerer: Slaad Symbiote Sample file Harness the power of Limbo through partnership with one of its denizens. long-term host for an egg. Or maybe the premature Sorcerous Origin slaad simply likes you. Whatever the case, this stunted slaad cannot survive At 1st level, a sorcerer gains the Sorcerous Origin without you, and you have discovered that you can tap feature. At the DM’s discretion, the Slaad Symbiote is into its magic to fuel your own arcane spells. In this available as an option for that feature. symbiotic relationship, you and the slaad grow together to become something more than either of you could on your own. PENNY DUCKS BEHIND A COLUMN AS STREAMS SLAAD SYMBIOTE FEATURES of sickly green light streak about her. A scream says that Sorcerer at least one party member didn’t find cover fast enough, Level Features and Penny’s toes curl in fear. “Why did we take on a lich?” she thinks to Brunar. 1st Slaad Familiar, Symbiotic Health Though she can’t see the dwarf from his hiding place 6th Symbiotic Resistance, Slaad Speaker behind some rubble, she can hear his panicked thoughts 14th Symbiotic Survival, Familiar Shapechange plainly in her mind. Penny peeks around her column. “We can’t abandon our party now… How about a 18th Slaad Regeneration, Metamorphosis distraction? Here, give back Slimy.” As she watches, a long, moist tadpole with sharp teeth Slaad Familiar flies out from behind Brunar’s rubble pile and lands with Starting at 1st level, you can direct the chaotic, a wet smack between it and her column. -
Cnow: Eldritch Witchery
Advanced Dungeons & Dragons 2nd Edition The Complete Netbook of Witches & Warlocks: Eldritch Witchery Supplement I 1 The Complete Netbook of Witches and Warlocks: Eldritch Witchery Forward Welcome to the first supplement to the Complete Netbook of Witches and Warlocks. This supplement will contain new ideas, revised old ones, and some extra things I thought you might enjoy. It took me close to 10 years to start and then finish my first netbook. Hopefully this one will not take as long. To begin with, none of the information in this volume is necessary or required to continue to play your witch characters. There is some additional information and errata, but most will be new information. Also there will be some information that is not necessarily witch related, but designed to add extra background to the worlds the witch is likely to play in. This supplement pays homage to the Original Dungeons and Dragons game supplement Eldritch Wizardry. That supplement introduced demons, psionics, artifacts and druids to the D&D game for the first time. It also was the first D&D product that came close to being banned. The controversial cover art, a nude blond woman bound up for a sacrifice, made this a rare item to find. Eldritch Witchery, which conversely has no cover art, will not be as rare or as collectable, but hopefully it will provide you with as much fun as the first provided me. Copies of this supplement, the original Complete Netbook of Witches and Warlocks, as well as any future supplements can be found at my website at http://www.rpghost.com/WebWarlock or http://go.to/WebWarlock. -
Monster Manual
CREDITS MONSTER MANUAL DESIGN MONSTER MANUAL REVISION Skip Williams Rich Baker, Skip Williams MONSTER MANUAL D&D REVISION TEAM D&D DESIGN TEAM Rich Baker, Andy Collins, David Noonan, Monte Cook, Jonathan Tweet, Rich Redman, Skip Williams Skip Williams ADDITIONAL DEVELOPMENT ADDITIONAL DESIGN David Eckelberry, Jennifer Clarke Peter Adkison, Richard Baker, Jason Carl, Wilkes, Gwendolyn F.M. Kestrel, William W. Connors, Sean K Reynolds Bill Slavicsek EDITORS PROOFREADER Jennifer Clarke Wilkes, Jon Pickens Penny Williams EDITORIAL ASSITANCE Julia Martin, Jeff Quick, Rob Heinsoo, MANAGING EDITOR David Noonan, Penny Williams Kim Mohan MANAGING EDITOR D&D CREATIVE DIRECTOR Kim Mohan Ed Stark CORE D&D CREATIVE DIRECTOR DIRECTOR OF RPG R&D Ed Stark Bill Slavicsek DIRECTOR OF RPG R&D ART DIRECTOR Bill Slavicsek Dawn Murin VISUAL CREATIVE DIRECTOR COVER ART Jon Schindehette Henry Higginbotham ART DIRECTOR INTERIOR ARTISTS Dawn Murin Glen Angus, Carlo Arellano, Daren D&D CONCEPTUAL ARTISTS Bader, Tom Baxa, Carl Critchlow, Brian Todd Lockwood, Sam Wood Despain, Tony Diterlizzi, Scott Fischer, Rebecca Guay-Mitchell, Jeremy Jarvis, D&D LOGO DESIGN Paul Jaquays, Michael Kaluta, Dana Matt Adelsperger, Sherry Floyd Knutson, Todd Lockwood, David COVER ART Martin, Raven Mimura, Matthew Henry Higginbotham Mitchell, Monte Moore, Adam Rex, Wayne Reynolds, Richard Sardinha, INTERIOR ARTISTS Brian Snoddy, Mark Tedin, Anthony Glen Angus, Carlo Arellano, Daren Waters, Sam Wood Bader, Tom Baxa, Carl Critchlow, Brian Despain, Tony Diterlizzi, Larry Elmore, GRAPHIC