Tales of the Outer Planes

Total Page:16

File Type:pdf, Size:1020Kb

Tales of the Outer Planes Advanced Dun3eon OFFICIAL GAME ACCESSORY TALES OF THE OUTER PLANES CREDITS TABLE OF CONTENTS Authors: Deborah A. Christian, Vince How to Use Tales of the Outer Planes 2 Garcia, Thomas M. Kane, David and Martha Ladyman, Christopher Plane: Adventure Mortika, John Nephew, Bruce Nesmith, Bill Slaviscek, Rick Swan, John Terra, Prime: A Simple Deed, Well Rewarded 4 Ray Winninger Castle at the Edge of Time 12 Coordinators: Bruce Heard, Karen S. Ethereal: Boomgarden Air: The Brewing Storm 18 Editor: Gary L. Thomas Typography: Betty Elmore, Kim Janke Water: The Voyage of the Nereid 24 Cartography: Dave S. LaForce Cover Art: Jeff Easley Fire: Through the Fire 30 Interior Art: Chris Miller, Jeff Easley Earth: The Missing Kristal 36 Astral: Into the Astral Plane 42 Distributed to the book trade in the United States by Sample file Random House Inc., and in Canada by Random Seven Heavens: An Element of Chaos 48 House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Olympus: A Friendly Wager 56 Kingdom by TSR UK Ltd. The Abyss: The Sea of Screams 64 These adventures are protected under the copyright laws of the United States of America. Any reproduction Nine Hells: To Hell and Back 72 or unauthorized use of the material or artwork printed herein is prohibited withou the express written permission of TSR Inc. Lairs Archons 80 Babau 80 Berbalang/Basilisk 81 ADVANCED DUNGEONS & DRAGONS, AD&D, TSR, Dao 82 FORGOTTEN REALMS, BATTLESYSTEM, FIEND Efreet 83 FOLIO, PRODUCTS OF YOUR IMAGINATION, and Farastu (Tarry) Demodand 84 the TSR logo are trademarks owned by TSR, kic. Githyanfci 86 TSR, Inc. TSR UK Ltd. Githzerai 87 POB756 The Mill, Rathmore Road Grey Slaad 88 lake Genera Cambridge CB1 4AD lldriss 89 WI53147 United Kingdom Kuei 90 Marid 91 Modrons 92 P'oh and General Ox 93 Planetar 94 Spined Devils 95 Ultrodaemon 96 TSR, Inc. PRODUCTS OF YOUR IMAGINATION • ® 1988 TSR, Inc. All Rights Reserved. Printed in the U.S.A. ISBN 0-88038-544-8 •8.95 US How to Use This Book This book provides the referee with a mines the THACO of the creature (see series of pregenerated planar adven- below) and saves of a creature. Ability Checks tures to insert into any AD&D® game it AT: Number of attacks shows the In an effort to simplify life for both play- campaign. Each mini-module is a number of physical attacks the crea- ers and DMs, and to give a character's stand-alone scenario, suitable for ture is able to make during a given abilities the importance they deserve, incorporation into an on-going cam- melee round. The 3/2 listing means a recent TSR® products have made use paign or for one-time play as a unique creature can attack once on the odd of a mechanism for resolving actions adventure. Besides 11 adventures melee rounds and twice on the even called the Ability check. into other realms, there are 17 lair melee rounds. When asked to make an Ability adventures, each focusing on a crea- Dmg: Damage per attack indicates check (e.g., a Wisdom check, a Dex- ture from another plane. the hit point range a creature can terity check, etc.), roll 1d20 against Most of the adventures start from inflict after a successful strike. the character's appropriate ability the World Serpent Inn, an interdimen- THACO: This is an acronym for "To score. A roll equal to or less than the sionally transtable (bigger on the Hit Armor Class 0 (zero)." This gives appropriate score means the action inside than on the outside) tavern with the number that needs to be rolled on succeeded, while a roll greater than a number of "convenient" exits to oth- 1d20 for that being to hit armor class the ability score indicates failure and er planes. With its godlike barkeep 0. To determine whether the attack the character suffers whatever dire Mitchifer, the inn is the center from hits another armor class, subtract that consequences await. Sometimes an which PCs can go out and journey to armor class number from the THACO Ability check enables a character to the other planes. Most adventures to see what number needs to be rolled avoid all or some of the damage from have other optional beginnings, for for a hit. If a creature with a THACO of an attack. Some actions are especial- referees who choose not to use the 15 attacks a PC with an armor class of ly easy or difficult and have bonuses World Serpent Inn. 4, the creature needs to roll an 18 (15 - or penalties to the ability score to [-3] = 15 + 3). reflect the level of difficulty. This number eliminates the need to The Ability check is a wonderful Terms Used in Tales of consult tables or keep charts for each mechanism for resolving the results of the Outer Planes character. One simple calculation tells almost any action. The DM needs to you whether the attack hits. You will decide which ability applies to the situ- There is a set of fairly standard terms find that this calculation quickly ation, whether there should be any used throughout the text of this work becomes automatic. modifiers due to circumstances, and that are defined here. Every DM SA: Special attacks detail such then roll away. should be familiar with these terms. things aSamples dragon breath, file magic use, AC: Armor class is a measure of and the like special abilities of crea- how difficult it is to hit a creature. It tures. AD&D® Rulebooks reflects the type of protection worn or SD: Special defenses detail things There is no way that Tales of the Outer inherent protection a creature has due like defensive magic, camouflage Planes can include all of the informa- to its physical or magical nature or its abilities, and so on, that must be fac- tion you'll need for every adventure speed. tored into a fight with that type of crea- without being 10 times its size. In par- Move (MV): Movement represents ture. ticular, you'll need The Manual of the the usual speed a monster is able to MR: Magic resistance is the per- Planes (also referred to as MoP) to maintain for lengths of time. Short centage chance that a creature is able give you the detailed background on bursts of greater speed are possible. If to ignore the effects of a spell cast at each plane and realm visited by the more than one speed is listed, the it. player characters. Survival, move- monster can travel via two or more dif- AL: Alignment indicates the behav- ment, and magic effects vary consid- ferent methods: ior of the monster, whether it is of good erably from plane to plane. Before any or evil intent. adventure, you'll want to study up on X" = ground speed gp: gold pieces this information. IX" = flying speed cp: copper pieces For the most part, you should be IIX" = swimming speed sp: silver pieces able to play any adventure in this book (X") = burrowing speed ep: electrum pieces without consulting any of the monster *X" = climbing in a web pp: platinum pieces manuals or other reference books @X" = climbing in trees (except for spell effects and magical HD: Hit dice are used to calculate item effects, which could not be the number of hit points (hp) a mon- included due to space restrictions). ster has. This number also deter- You may want these books handy, How to Use This Book though, for some of the more arcane point totals for a weaker party is one made an effort to defeat the creatures monsters, so your players can at least answer. Halving the damage done by in the adventure, but was forced to see what they look like. traps is another solution. In the case retreat. This last entry enables the DM where the encounter must be made to recognize that the party learned tougher, a simple increase in the num- from the encounter, but just could not Lair Format ber of creatures can bring the quite finish it off. The 17 lairs in the back of this book encounter level up to where it should Every encounter has from one to are organized in alphabetical order. be. In both of these changes a modifi- three Set Up features. These are bits Various difficulty levels are included, cation to the Monster X.P. number of information on situations to help the from those designed for lower-level should be made. referee get the party into the adven- parties to those for higher-level The (avg.) listing for the Total Party ture. They can also be used to get the groups. Levels is a calculation that should be party back on track if the group has Each creature encounter is itself a made at the beginning of the adven- taken an unplanned tangent and not series of encounters that can be used ture by the DM. This is an indication of gone the way the Dungeon Master all at once or in part during a game. the power and type of creatures a par- thought they would. The referee can easily use these ty should be facing. If the party aver- This section may also contain infor- encounters without much preparation age falls below or above the listing for mation pertinent to all of the ways the during the middle of a game or can the encounter by more than one, PCs could get into the adventure (i.e., use them to start off an adventure.
Recommended publications
  • Monstrous Compendium.Pdf
    How 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.
    [Show full text]
  • Cult of the Dragon
    Cult of the Dragon by Dale Donovan And naught will be left save shuttered thrones with no rulers. But the dead dragons shall rule the world entire, and . Sammaster First-Speaker Founder of the Cult of the Dragon Dedication To my mother and my father, who always encouraged me, no matter how seemingly strange my interests may have appeared. Thanks to you both I had the chance to pursueand obtainmy dream. While it may seem curious to dedicate a book about a bunch of psycho cultists to ones parents, I figured that, of all people, you two would understand. Credits Design: Dale Donovan Additional and Original Design: L. Richard Baker III, Eric L. Boyd, Timothy B. Brown, Monte Cook, Nigel Findley, Ed Greenwood, Lenard Lakofka, David Kelman, Bill Muhlhausen, Robert S. Mullin, Bruce Nesmith, Jeffrey Pettengill, Jon Pickens, and James M. Ward Development & Editing: Julia Martin Cover Illustration: Clyde Caldwell Interior Illustrations: Glen Michael Angus Art Direction: Dana Knutson and Dawn Murin Typesetting: Angelika Lokotz Research, Inspiration, & Additional Contributions: Robert L. Nichols & Craig Sefton Special Acknowledgment: Gregory Detwiler, Ed Greenwood, Jamie Nossal, Cindy Rick, Carl Sargent, Steven Schend, and the stories of Clark Ashton Smith & Edgar Allan Poe Campaign setting based on the original game world of Ed Greenwood. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, DUNGEON MASTER, FORGOTTEN REALMS, MONSTROUS COMPENDIUM, PLAYERS OPTION, and the TSR logo are registered trademarks owned by TSR, Inc. COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, and MONSTROUS MANUAL are trademarks owned by TSR, Inc.
    [Show full text]
  • Savage Coast Campaign Book
    Savage Coast Campaign Book Credits Design: Tim Beach and Bruce Heard Additional Design: David Gross, Cindi M. Rice, and Ed Stark Editing: Cindi M. Rice Editorial Assistance: Tony Bryant, Jonatha Ariadne Caspian, and Lester Smith Project Coordination: Karen S. Boomgarden Art Coordination: Bob Galica Cover Painting: Paul Jaquays Cartography: John Knecht and Diesel Graphic Design: Heather Le May Based in part on the "Princess Ark" series by Bruce Heard and partially derived from the work of Merle and Jackie Rasmussen. Playtesting and Review: Many people at WarCon, Hurricon, and Concentric; Carrie A. Bebris; Anne Brown; Steven Brown; Bruce Cordell; Miranda Horner; Mike Huebbe; Kevin Melka; Sean Reynolds; and Ed Stark Special Thanks to the following, without whom this would have been a lesser product: Rich Baker, Wolfgang Baur, Tim Brown, Angela Clay, William W. Connors, David "Zeb" Cook, Patty Corbett, Flint Dille, Dan Donelly (and the Society of the Grand Gauche), Cathy Griffin, David Gross, Jeff Grubb, Andria Hayday, Bruce Heard, Dori Hein, Gordon Hookailo, Gwendolyn Kestrel, Brad Lavendar, Julia Martin, Colin McComb, Dominic Messinger, Bruce Nesmith, Faith Price, John Rateliff, Thomas Reid, Marshall Simpson, Bill Slavicsek, Lester Smith, Dave Sutherland, Audra Timmer, Sue Weinlein, Skip Williams, David Wise, and Phi Mu Alpha Sinfonia (especially John Cereso and Ky Hascall) Copyright © 1996 TSR, Inc. All Rights Reserved. Made in the U.S.A. ADVANCED DUNGEONS & DRAGONS, AD&D, DUNGEONS & DRAGONS, D&D, DRAGON, DUNGEON MASTER, AD&D, MYSTARA, MONSTROUS COMPENDIUM, and RED STEEL are registered trademarks owned by TSR, Inc. MONSTROUS MANUAL, SAVAGE COAST, and the TSR logo are trademarks owned by TSR, Inc.
    [Show full text]
  • Dragon Magazine #180
    SPECIAL ATTRACTIONS AD&D Trading Cards TSR staff Issue # 180 Insert Your preview of the 1992 series is here in this issue! Vol. XVI, No. 11 April 1992 OTHER FEATURES Publisher Not Quite the Frontispiece Ken Widing James M. Ward 9 Our April Fools section wandered off. Just enjoy. Suspend Your Disbelief! Tanith Tyrr Editor 10 Maybe its fantasy, but your campaign must still make sense! Roger E. Moore Not Another Magical Sword!?! Charles Rodgers Fiction editor 14 Why own just any old magical sword when you can own a legend? Barbara G. Young Role-playing Reviews Rick Swan 18 A good day for the thought police: three supplements on psionics. Associate editor Dale A. Donovan Your Basic Barbarian Lee A. Spain 24 So your fighter has a 6 intelligence. Make the most of it. Editorial assistant Wolfgang H. Baur Hot Night in the Old Town Joseph R. Ravitts 28 If your cleric thinks his home life is dull, wait till the DM sees this! Art director Colorful Connection Raymond C. Young Larry W. Smith 34 Whats the puzzle within this puzzle? A fantasy crossword for gamers. Production staff The Voyage of the Princess Ark Bruce A. Heard Gaye OKeefe Angelika Lokotz 41 What happens when a D&D® game character dies? Tracey Zamagne Mary Chudada Your Own Treasure Hunt Robin Rist 52 When funds run low in your gaming club, its time for a fund-raising Subscriptions adventure. Janet L. Winters The Role of Computers Hartley, Patricia, and Kirk Lesser U.S. advertising 57 A visit with Dr. Brain, Elvira, and the Simpsons.
    [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]
  • Dragons of Desolation by Tracy Hickman and Michael Dobson
    TRAP EFFECTS All traps are triggered by a tripwire or by walking past them. Ball: Damage = 2d8; Save vs Petrify to avoid. Blade Damage = 1d10; When activated starts chopping; Dexterity check to pass or pass to right or left of wedge shaped blade. Flame: Damage = 2d6, if fanned out in some way. Ice Falls: Damage = 1d6; Save vs Spells or encased in ice, 3 turns to thaw. Spiked Pit: Damage = 2d6; 10' deep, trapdoor snaps shut. Official Game Adventure Dragons of Desolation by Tracy Hickman and Michael Dobson TABLE OF CONTENTS Prologue . 2 Wherein the tale is told, and the story is explained. Chapter 14: The Doors of Thorbardin . 4 In which the heroes dream dark dreams and seek the entrance to the long-lost dwarven kingdom. Chapter 15: The North Gate of the Dwarves . 8 In which the heroes enter Thorbardin, encounter ancient evils, and meet a legendary dwarf. Chapter 16: The Honor of the Hylar . 12 In which the Council of Thanes meets, and the heroes receive a quest. Chapter 17: Kalil S’rith . 15 In which the heroes enter the Kingdom of the Dead seeking a great mystical treasure. Chapter 18: Dark Realms . 19 In which Verminaard returns, and the heroes make their final stand. Epilogue . 22 Wherein this book of Dragonlance comes to an end, the beginning and end of life is celebrated, and shadows of the future fall on the present. APPENDICES . 26 and Inside Cover Here are the tools of the story That which is new is explained, as are encounters governed by fate alone.
    [Show full text]
  • 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.
    [Show full text]
  • Draconic Hybrids and Other Reptilian Monstrosities
    Draconic Hybrids and Other Reptilian Monstrosities Andrew Frey Being a conversion of some creatures from the 2e accessory Cult of the Dragon along with some half-dragons and assorted conversions. Contents Introduction 3 Half-Dragons 4 Half-DragonChimera ................................. ........ 4 Half-DragonManticore. .......... 7 Half-DragonWyvern.................................. ........ 9 OtherHalf-Dragons .................................. ........ 11 Draconic Hybrids 12 Dracimera.......................................... ...... 12 Mantidrake ......................................... ...... 15 WyvernDrake ........................................ ..... 18 Dracohydra ......................................... ...... 21 OtherDraconicHybrids .. .. .. .. .. .. .. .. .. .. .. .. .. ......... 24 Other Reptilian Monstrosities 25 Ur-Histachii....................................... ........ 25 SomeOtherReptilianMonsters. ........... 29 Open Game License 30 2 Introduction Why Convert? You might wonder why I would go through the trouble of converting draconic hybrids that, at first glance, might not seem much different than half-dragons obtained through application of the template. The answer is that the old monsters just give different results, which feed directly into different flavor. (One thing you’ll notice is that the different dragon varieties have a greater impact on the hybrids than the half-dragons.) It’s also nice to see some “classics” brought back to life. Mostly, though, it’s just a labor of love. As an aside, you’ll see “designer’s
    [Show full text]
  • Dragon Magazine #171
    SPECIAL ATTRACTIONS Issue #171 AD&D Trading Cards Richard Brown Vol. XVI, No. 2 Insert July 1991 A preview of brand-new product, coming to a store near you! Publisher REGULAR FEATURES James M. Ward Guest Editorial Michael A. Stackpole Editor 6 Role-playing and reality: The dividing line is thicker than some people Roger E. Moore think. Whos Who Among Dragons Bruce A. Heard Fiction editor 9 Dragons, too, rule kingdoms in the D&D® Known World. Barbara G. Young Hunting Tanks is Fun and Easy! Thomas M. Kane 13 Dragons, Hellfires, and the LAW: Antitank weapons in the TOP Assistant editor Dale A. Donovan SECRET/S.I. game. The Making of a Monster Matthew Iden Art director 16 If ya wanna play an orc, ya gotta think like an orc. Larry W. Smith Care For a Drink? David W. Montgomery and Jim Milner 20 It can break a siege, end a drought, slay your enemies, and water Production staff your garden. What is it? Gaye OKeefe Angelika Lokotz Tracey Zamagne The MARVEL®-Phile Steven E. Schend 31 Chris Powell needed an edge against crime. He got itand how! Subscriptions The Role of Books John C. Bunnell Janet L. Winters 34 The woman who outsmarted Sherlock Holmes takes on her own murder-mystery adventure. U.S. advertising Roseann Schnering The Voyage of the Princess Ark Bruce A. Heard 39 They dont call it the Savage Coast for nothing. U.K. correspondent The Nature of the Beast Zoe Bell Hurst and U.K. advertising 48 A dozen people have a dozen ways to paint a griffon.
    [Show full text]
  • RAVENLOFT Are Registered Trademarks Owned by TSR, Inc
    FROM THE SHADOWS By Bruce Nesmith Reformatted & Brought to you by: [email protected] (Holy Gold Dragons, this one took a long time to reformat !) ADVANCED DUNGEONS G DRAGONS, ADGD, GREYHAWK, WORLD OF GREYHAWK, and RAVENLOFT are registered trademarks owned by TSR, Inc. The TSR logo is a trademark owned by TSR, Inc. @1992 TSR, Inc. All rights reserved. Printed in the CITS.A. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by 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 toy and hobby trade by regional distributors. Distributed to the book and hobby trade in the United Kingdom by TSR, Ltd. This material 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 consent of TSR, Inc. Table of Contents Getting Started Shadowy Beginnings Body and Soul Twisted Schemes Castle Avernus Culmination Book of Firan Zal'Honan Player Handouts Castle Ravenloft Record Sheet Credits Design: Bruce Nesmith Editing: Anne Brown Cover Art: Clyde Caldwell Black and White Art: Robert Klasnich Typography: Gaye O'Keefe Cartography: Dave Sutherland Getting Started The foreboding mists of Ravenloft open their clammy, sinister arms to the unwary traveler. Though you try to escape their cold embrace, it is not possible. The demiplane of dread plays its own game by its own rules. Strahd Von Zarovich, first lord of Ravenloft, spins his plots in distant Barovia.
    [Show full text]
  • Monstrous Compendium
    Advanced Dunseonsjiprasons Edition Monstrous Compendium Appendix Sample file TSR, Inc. TSR, Ltd. POB756 120 Church End, Cherry Hinton Lake Geneva Cambridge CB1 3LB Wl 53147 United Kingdom Table of Contents Alaghi 3 Haundar 34 Alguduir 4 Hendar 35 Avian 5 Inquisitor 36 Bat, Deep 7 Lhiannan Shee 37 Beguiler 8 Loxo 39 Cantobele 9 Manni 40 Cat 10 Mara 41 Chitine 12 Morin 42 Cildabrin 13 Naga, Dark 43 Dimensional Warper 14 Orpsu 44 Dragon, Deep 15 Peryton 45 Elf, Aquatic 17 Phantom 46 Fachan 19 Plant, Carnivorous 47 Feyr 20 Ringworm 50 Firetail 21 Rohch 51 Frost 22 Sandcat 52 Gaund 23 Saurial 53 Giant, Mountain 24 Shaaz 55 Gloomwing 25 Silverdog 56 Golden Ammonite 27 Simpathetic 57 Golem, Lightning 28 Skuz 59 Hamadryad 29 Spider, Monkey 60 Harrier 30 Tempest 61 Harrla 31 Tlincalli 63 Haun 33 Tren 64 Design: David "Zeb" Cook (coordinator), Tim Beach, Tim Brown, William W. Connors, Dale Donovan, Ed Greenwood, Jeff Grubb, Bruce Heard, Slade Henson, Rob King, Colin McComb, Roger E. Moore, Bruce Nesmith, Jon Pickens, Jean Rabe, Dori Watry, Skip Williams, and probably a few other fine people we've forgotten . Editing: Anne McCready, Karen S. Boomgarden (coordinator) Interior Illustrations: ToSamplem Baxa, Valerie Valusek file, Mark Nelson Cover Illustration: Jeff Easley Typography: Angelika Lokotz Production: Dee Barnett Thanks to everyone who helped in the review process. Without you, this product would not have been possible. This material 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.
    [Show full text]
  • War of the Lance
    War of the Lance Designers: Tracy Hickman, Margaret Weis, Jamie Chambers Additional Design: Cam Banks, Neil Burton, Richard Connery, Christopher Coyle, Sean Everette, Luis Fernando De Pippo, Matt Haag, André La Roche, Sean Macdonald, Joe Mashuga, Angela Stachowiak-Bagamery, Trampas Whiteman Editing: Pat McGilligan • Proofreading: Sean Everette Project Manager: Jamie Chambers • Typesetter: Jamie Chambers Art Director: Renae Chambers • Cover Artist: Larry Elmore Interior Artists: Drew Baker, Chris Dien, Jason Engle, Alan Gutierrez, James Holloway, Darin Klatt, Larry Elmore, Jennifer Meyer, Beth Trott Cartographers: Robert Lee, Sean Macdonald, Douglas Malachi Penney, Craig Zipse Cover Graphic Designer: Ken Whitman • Interior Graphic Designer: Kevin T. Stein Special Thanks: Michael Dobson, Jeff Grubb, Laura Hickman, Harold Johnson, Bruce Nesmith, Roger Moore, Douglas Niles, Ashe Potter, Elizabeth Riedel, Jason Rosenstock, Carl Smith, Garry Spiegle, Michael Williams This d20 System® game accessory utilizes mechanics developed for the new Dungeons & Dragons® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This Wizards of the Coast® Official Licensed Product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. Dungeons & Dragons, D&D, Dungeon Master, Dragonlance, the Dragonlance Logo, d20, the d20 System Logo, Wizards of the Coast, and the Wizards of the Coast Logo are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. © 2004 Wizards of the Coast, Inc. Used with permission. All rights reserved. First Printing—2004. Printed in China.
    [Show full text]