Monstrous Compendium: Kara-Tur Appendix

Total Page:16

File Type:pdf, Size:1020Kb

Monstrous Compendium: Kara-Tur Appendix Monstrous Compendium Kara-Tur Appendix TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva Cambridge CB1 3LB WI 53147 USA United Kingdom TSR, Inc. PRODUCTS OF YOUR IMAGINATION Designer: Rick Swan Design Review: Jon Pickens Editor: Andria Hayday Art Coordinator: Peggy Cooper Cover Art: Jeff Easley Interior Art: Thomas Baxa Typesetting: Angelika Lokotz 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 distributors. Distributed in the United Kingdom by TSR Ltd. 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. © Copyright 1990 TSR, Inc. All rights reserved. Printed in the U.S.A. ADVANCED DUNGEONS & DRAGONS, AD&D, PRODUCTS OF YOUR IMAGINATION and the TSR logo are trademarks owned by TSR, Inc. 0-88038-851-X 2116XXX1501 How To Use This Book Welcome to the Kara-Tur Appendix to the Monstrous Compen- 11-12 Very intelligent dium series. This volume describes the wondrous Oriental crea- 13-14 Highly intelligent tures native to the eastern region of the Forgotten Realms. As in 15-16 Exceptionally intelligent previous volumes, all entries appear in alphabetical order. They’re 17-18 Genius printed on looseleaf sheets, which you can place in the master 19-20 Supra-genius binder and organize for your convenience. You may wish to re- 21 + Godlike intelligence move or group the sheets for easy reference during an adventure. All monsters included here are typical for their type. Likewise, TREASURE— the monster’s valued possessions. Letters refer to the encounter tables are guidelines for general play. Variations of the treasure tables in the Dungeon Master’s Guide and should be your own design are encouraged; DMs should note that varia- used as general guides, not absolutes. The DM is advised to use tions are most effective when they depart from the expected. restraint when determining sizeable treasure; apply common DMs who are unfamiliar with the world of Kara-Tur will find a sense when determining treasure for smaller groups of monsters wealth of information in the Oriental Adventures book and the or caches in unusual locations. (For instance, underground trea- Kara-Tur campaign set, including spells, weapons, magical items, sure should be relatively small.) If treasure is assigned randomly, and character classes unique to the eastern realms. Two concepts roll for each indicated type. If all rolls fail, no treasure is present. merit special mention: Large treasures are noted by parenthetical multiples, such as M x Spirits. In Kara-Tur, the spirit world closely touches the world 2. If individual treasure is indicated, the DM decides which, if of men, and spirits may share several traits with humans. Many any, of the individuals are carrying it. spirits have physical bodies, for example, which are vulnerable to attacks that also harm the bodies of men. Some spirits eat food ALIGNMENT— the general behavior of an average monster. Ex- for nourishment and collect treasure. They also may mingle ceptions, though uncommon, may be encountered. freely in human societies. Celestial Bureaucracy. The Celestial Beauracracy is a govern- NO. APPEARING— the average number of monsters in a wilder- ment of spirits that oversees and supervises the spirit world and ness encounter. The DM can alter this as necessary. This should the world of animals. A powerful being called the Celestial Em- not be used for dungeon encounters. peror heads the Bureaucracy, and many greater spirits serve him in the Celestial Court. Many important positions in the Celestial ARMOR CLASS— a rating of the monster’s protection (abbrevi- Bureaucracy are held by Oriental dragons, including the chaing ated “AC”). This may be the result of manufactured armor (worn lung, the li lung, the lung wang, and the t’ien lung. (These and by humans and demihumans), natural armor due to physical other Oriental dragons are detailed in the FORGOTTEN structure or magical properties, or the difficulty in hitting due to a REALMS™ Appendix to the Monstrous Compendium series.) Of- creature’s speed, reflexes, or other abilities. Humans and demihu- ficers of the Celestial Bureaucracy function much as the bureau- mans who wear armor have an unarmored rating in parentheses. crats in the world of men; some are honorable and skilled, while AC listings do not include any special bonuses noted in the de- others are corrupt, incompetent, or both. scription. Each major entry in this Monstrous Compendium includes the following information: MOVEMENT— the monster’s relative speed. Higher speeds may be possible for short periods. Human and demihuman movement CLIMATE/TERRAIN— the area in which the monster is usually rates often are determined by armor type (unarmored rates ap- found. Unusual variations of the monster may appear elsewhere. pear in parentheses). Movement modes are abbreviated as fol- Climates include arctic, subarctic, temperate, tropical, and sub- lows: Fl = flying, Sw = swimming, Br = burrowing, Wb = tropical. Typical terrain includes plain, forest, hill, and moun- moving in a web. Flying monsters also have a Maneuverability tain. Class from A to E. FREQUENCY— the likelihood of encountering the creature in its HIT DICE— determines the number of hit points of damage the typical climate/ terrain. Very rare is a 4% chance, rare is 11%, un- monster can withstand before dying. Unless stated otherwise, Hit common is 20%, and common is 65%. These percentages can Dice are 8-sided. To determine hit points, roll the indicated num- vary in special areas, as determined by the DM. ber of Hit Dice and total the result, adding any indicated modi- fiers. (For instance, if a monster has 5 +3 HD, roll five 8- sided ORGANIZATION— the general social structure the monster dice and add 3 to the total.) adapts. “Solitary” includes small family groups. THAC0 —the attack roll the monster needs to hit Armor Class 0. ACTIVE CYCLE— the time of day when the monster is most ac- This is always a function of Hit Dice, except that humans and de- tive. Exceptions are fairly common. Those most active at night mihumans always use player character THAC0s regardless of may be active at any time in subterranean settings. whether they are PCs or “monsters.” THAC0s do not include any special bonuses noted in the monster descriptions. DIET— what the monster eats. Carnivores eat meat, herbivores eat plants, and omnivores eat both. Scavengers eat mostly car- NUMBER OF ATTACKS— how many times a monster can attack rion. in a single melee round, excluding special attacks. This number can be modified by circumstance, such as the loss of a limb, or by INTELLIGENCE— the monster’s mental capacity, roughly com- spells such as slow or haste. parable to the following Intelligence ability scores: DAMAGE PER ATTACK— the amount of damage caused by a 0 Non-intelligent or not ratable given attack, expressed as a spread of hit points (given as die roll 1 Animal intelligence combinations). Modifications are explained in the text. 2-4 Semi-intelligent 5-7 Low intelligence SPECIAL ATTACKS— unusual attack modes. These are ex- 8-10 Average (human) intelligence plained in the text. How To Use This Book SPECIAL DEFENSES— unusual defense modes. These, too, are 15-16 Champion explained in the text. 17-18 Fanatic 19-20 Fearless MAGIC RESISTANCE— the percentage chance that magic cast upon the creature will fail to affect it. If the magic penetrates the XP VALUE— the number of experience points awarded for defeat- resistance, the monster is still entitled to a normal saving throw. ing the monster. This can be modified according to specific situa- tions and for overall campaign balance. SIZE— the monster’s physical dimension. Abbreviations used are: “T” = tiny (2’ tall or less), “S” = small (2’-4’), “M” = man- COMBAT— how the monster fights, including special abilities, sized (4-7’), “L” = large (7-12’), “H” = huge (12-25’), “G” = gar- arms and armor, and tactics. gantuan (25’ +). HABITAT/SOCIETY— the monster’s general behavior, culture, MORALE: The likelihood of the monster to persevere in the face social structure, attitudes, and goals. of adversity or armed opposition. This can be adjusted according to circumstance. Ratings are as follows: ECOLOGY— how the monster fits into the campaign world, in- cluding the monster’s useful products and by-products. 2-4 Unreliable 5-7 Unsteady VARIATIONS. Close variations of a monster (for instance, 8-10 Average kappa-ti and vampiric kappa) follow the description of the main 11-12 Steady monster. The index below serves as a guide for locating these var- 13-14 Elite iations. Guide to Minor Listings in the Kara-Tur Appendix This index is designed to help you find monsters whose names do not ap- —significant variations, such as ‘bamboo spirit folk,” which is de- pear in large type at the top of a page. It includes: scribed under “spirit folk” in the S section. —monster variations that do not receive their own page. For example, a djim is a variant form of the memedi. As shown below, you’ll find “Name” refers to a creature without an alphabetical headline—the crea- “djim” under “memedi” among the Ms. ture you want to find. “Entry” tells you which major alphabetical entry —alternate names for a creature with its own entry. For instance, describes the monster you’re looking for. A name in italics is an alternate “earthquake beetle” is another name for the jishin mushi, which ap- name rather than a specialized form of the common monster. pears in the J section.
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]
  • 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.
    [Show full text]
  • An "Official" Spelljammer Guide to the Spheres [Revised 1.0]
    Guide to the Spheres An "official" Spelljammer Guide to the Spheres [revised 1.0] By Paul Westermeyer aka GMWestermeyer Table of Contents: Page Section 1 Introduction 2 Phlogiston Navigation 4 Phlogiston Transit Times 4 Where is the Rock of Bral? 6 “Official” Flow Map 7 The Spheres and other Phlogiston Locations 23 ‘Loose’ Planets/Worlds 34 Bibliography: Introduction Spelljammer is a very unique and creative setting, but it is also one of the worst organized settings TSR produced with material is scattered among many different products. This makes it very difficult to find what you are looking for, a problem exasperated by Spelljammer’s status as a ‘connection’ campaign, designed (like Planescape) to connect the ‘big’ three settings, Forgotten Realms, Greyhawk, and Dragonlance. I’ve been working to alleviate this problem by writing guides and indices for those aspects of Spelljammer that are most important for creating a coherent, rational game setting. The first of these guides was An “Official” Spelljammer Timeline, which collated Spelljammer-related historical mentions in published TSR products into a cohesive, coherent timeline that Spelljammer (or Hackjammer) gamemasters could use as the foundation of their own, personalized campaigns. This guide, An “Official” Spelljammer Guide to the Spheres, has a similar purpose. Spelljammer’s iconic center is the Rock of Bral, just as Sigil is the iconic heart of Planescape, Spelljammer’s setting cousin, but Sigil’s location is quite firmly placed at the center of the Plane of Concordant Opposition, metaphorically the heart of the entire Advanced Dungeons and Dragons multiverse. Moreover, the various inner and outer planes are all well mapped in relation to each other, and have been ever since the Advanced Dungeons and Dragons Player’s Handbook in 1978.
    [Show full text]
  • 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
    [Show full text]
  • Dragon Magazine #205
    Issue #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.
    [Show full text]
  • Monstrous Compendium Dragonlance Pdf Monstrous Compendium Dragonlance Monstrous Compendiumf Dragonlance Pdf
    Monstrous compendium dragonlance pdf Monstrous compendium dragonlance Monstrous compendiumf dragonlance pdf DOWNLOAD! DIRECT DOWNLOAD! Monstrous compendium dragonlance pdf The Monstrous Compendium is a series of accessories for the Advanced Dungeons. MC4 Monstrous Compendium Dragonlance Appendix 198996 pages.Monstrous Compendium: Forgotten Realms Appendix Advanced Dungeons. Monstrous Compendium: Dragonlance Appendix Advanced Dungeons and.registered trademarks owned by TSR, Inc. monstrous compendium al qadim appendix pdf All creatures detailed within this compendium mobile industry in india pdf are. This particular guide focuses on the Dragonlance campaign setting, which was launched in. MC4: Monstrous Compendium Dragonlance Appendix February 1990. A Guide to Dragonlance mirknig patricia kristoffersen pdf book Novels PDF release, 2009The second Forgotten Realms Monstrous Compendium following MC3. 4, MC4: Monstrous Compendium Dragonlance Appendix, 5. and the Monstrous compendium Which I got just before WOTC took all the PDFs down from online vendors a few years ago. Al-Qadim: Arabian Adventures was released in 1992 as an Arabian. The Monstrous Compendium and a guidebook were also released that.Links to other Al-Qadim sites and general information about the Al-Qadim. MC13, Monstrous Compendium, Al-QadimR Appendix - TSR2129, PDF 4. 2003- повідомлень: 100-авторів: 32А где можно скачать TSRовские руководства по Dragon Lance? Tsr2105 - MC4 Monstrous Compendium.pdf 2, 52 MBAl-Qadim Аль-Кадим, Аль-Квадим сеттинг для Dungeons Dragons в. по Аль-Кадиму был выпущен бестиарий из серии Monstrous Compendium и. pdf в архиве, на сайте WotC Caravans pdf в архиве, на сайте WotC. The Monstrous Compendium is a series of accessories for the Advanced. monstrous compendium spelljammer pdf MC4 Monstrous Compendium Dragonlance Appendix 198996.DragonLance Classics Series Home Up.
    [Show full text]
  • Dragon Magazine #203
    Issue #203 Vol. XVIII, No. 9 March 1994 SPECIAL ATTRACTIONS Publisher TSR, Inc. Where science and fantasy collide Associate Publisher 9 Climb aboard for a wild ride of imagination. Brian Thomsen More Gamma Goodies Kim Eastland Editor-in-Chief 10 Equip your GAMMA WORLD® PCs with laser pens Kim Mohan and wrist rockets. Associate editor Terribly Twisted Technology Robin D. Laws Dale A. Donovan 14 Add these weird-tech items to an OVER THE EDGE* Fiction editor campaign. Barbara G. Young Lookin for work, chummer? Gregory W. Detwiler Editorial assistant Run these missions in FASAs SHADOWRUN* game. Wolfgang H. Baur 22 Art director Larry W. Smith BONUS The AMAZING ENGINE System Guide Production staff Tracey Isler 41 These rules explain the basics of the AMAZING ENGINE gameincluding the innovative player core Subscriptions concept. Janet L. Winters U.S. advertising Cindy Rick FICTION U.K. correspondent and U.K. advertising Spencers Peace Kurt Giambastiani Wendy Mottaz 96 A tale on the burdens of leadership. DRAGON® Magazine (ISSN 0279-6848) is published tion throughout the United Kingdom is by Comag monthly by TSR. Inc., P.O. 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, P.O. 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.
    [Show full text]
  • The Domain and City of Greyhawk
    THE GREYHAWK CAMPAIGN The GREYHAWK® campaign was surprises held by a certain "dungeon" in the Barrier Peaks, about which we the first setting designed for the will say no more here. ADVANCED DUNGEONS & Materials were scarce for a few years before the GREYHAWK Adventures DRAGONS® game, and is also the hardbound saw print in 1988, marking the start of the "second wave" of the second-oldest fantasy roleplaying campaign's life. The world was converted to the AD&D 2nd Edition game campaign. It is familiar to many rules in the wide-roving adventure WG8 Fate of lstus, and the City of thousands of gainers the world over, Greyhawk was detailed in its own boxed expansion in 1989. Carl Sargent, though the campaign world has Rik Rose, Doug Niles, Jim Ward, Dan Salas, Nigel Findley, Anne and undergone considerable change over Richard Brown, Dale "slade" Henson, and more joined the crowd of the years. It began with E. Gary Greyhawk designers and authors. Most notable in this period were the Gygax, who created and developed WGA1-3 "Falcon" adventure trilogy, set in the City of Greyhawk, and the the world as a home campaign. The notorious WGA4 Vecna Lives!, which contained probably the most shocking world took shape with the publication beginning and end of any AD&D adventure published. The campaign years of the WORLD OF GREYHAWK for these adventures were around 582 CY or shortly before. folio in 1980, which was greatly The "third wave" of publications for the official GREYHAWK campaign expanded and improved in 1983 as began in 1991 with the publication of David Cook's GREYHAWK Wars the WORLD OF GREYHAWK boxed boxed game, which detailed the cataclysmic political changes brought about set.
    [Show full text]
  • Steve Jackson • Third Edition, Revised
    BASIC SET game design by steve jackson • third edition, revised COVER BY JEFF KOKE ILLUSTRATED BY DAN SMITH Andrew Hackard, Managing Editor Sean Punch, GURPS Line Editor Page Layout and Typography by Jeff Koke Interior and Color Production by Jeff Koke Proofreading by Susan Pinsonneault and Bob Apthorpe Print Buying by Monica Stephens Art Direction by Bruce Popky and Lillian Butler Ross Jepson, Sales Manager Editorial Assistance: Norman Banduch, Mike Hurst, Jeff Koke, Sharleen Lambard, C. Mara Lee, Charles Oines, Ravi Rai, Lisa A. Smith, Melinda Spray, Monica Stephens, Loyd Blankenship Additional Material: Steve Beeman, Craig Brown, Jerry Epperson, Jeff George, Scott Haring, Mike Hurst, Stefan Jones, Jim Kennedy, David Ladyman, Jeff Lease, Walter Milliken, Steffan O’Sullivan, Ravi Rai, W. Dow Rieder, Art Samuels, Curtis Scott, Scorpia Playtest: Norman Banduch, Jeb Boyt, Keith Carter, Caroline Chase, James Crouchet, Jim Gould, Scott Haring, Rob Kirk, David Ladyman, Martha Ladyman, Creede Lambard, Sharleen Lambard, C. Mara Lee, Mike Lopez, Michael Moe, David Noel, Susan Poelma, Warren Spector, Gerald Swick, Allen Varney, Dan Willems Blindtest: Aaron Allston, Mark Babik, Sean Barrett, Bill Barton, Vicki Barton, James D. Bergman, David Castro, Bruce Coleman, Jerry Epperson, Jeff Flowers, Dave Franz, Cheryl Freedman, Jeff George, Kevin Gona, Kevin Heacox, Carl Leatherman, Alexis Mirsky, Guy McLimore, Joseph G. Paul, Greg Poehlein, Greg Porter, Randy Porter, Mark Redigan, Glenn Spicer, John Sullivan, Rick Swan, Kirk Tate, David Tepool, Bob
    [Show full text]
  • Liste Des Modules Donjons & Dragons
    En bleu : gamme officielle française 20/01/18 Liste des modules Donjons & Dragons – En vert : traduction / révision du DDD (1978-1994) En noir : non traduit Les dates indiquées sont celles des sorties VO. En rouge : traduction en cours Source : http://en.wikipedia.org/wiki/List_of_Dungeons_%26_Dragons_modules En gris : trad en « stand-by » A A—Aerie of the Slave Lords— Le Repaire des esclavagistes est une campagne de 4 scénarios pour AD&D reliés entre eux et créés pour la XIII° Gen Con pour le monde de Greyhawk. Ils peuvent également, précédés par les modules de la série T et suivis par ceux de la série G, s’insérer dans une campagne plus longue. Code Titre Niveaux Auteur(s) Année A1 les Fosses à esclaves de la cité souterraine 4-7 David Cook 1980 A2 le Secret du fortin des esclavagistes 4-7 Harold Johnson, Tom Moldvay 1981 A3 À l’assaut du repaire des Seigneurs des chaînes 4-7 Allen Hammack 1981 A4 Dans les cachots des Seigneurs des chaînes 4-7 Lawrence Schick 1981 A1-4 Scourge of the Slavelords 4-7 Multiple 1986 AC—ACcessory Modules— série d’accessoires pour D&D (Base, Expert, Compagnon, Master), la plupart incluaient des mini-aventures. Ils sont en général associés au monde de Mystara bien qu’ils soient souvent assez génériques. Code Titre Niveaux Auteur(s) Année AC1 Shady Dragon Inn N/A Carl Smith 1983 AC2 Écran de combat et mini-aventure 4-7 David Cook 1984 AC3 The Kidnapping of Princess Arelina 2–5 Garry Spiegle 1984 AC4 le Livre des merveilles magiques N/A Frank Mentzer, Gary Gygax 1985 AC5 Player Character Record Sheets N/A N/A 1985 AC6 Player Character Record Sheets N/A N/A 1985 AC7 Écran master N/A N/A 1985 AC8 The Revenge of Rusak 7–9 David Cook 1985 AC9 Creature Catalog N/A Various 1986 AC10 Bestiaire des dragons et Géants Multiple N/A 1987 AC11 The Book of Wondrous Inventions N/A N/A 1987 B B—Basic — série pour être utilisés avec la boîte de base de Donjons et Dragons.
    [Show full text]
  • Collectors Checklist by Richard © 2001, Version 2.7
    Dungeons&Dragons Collectors Checklist by Richard © 2001, version 2.7 Well met and welcome to the Collectors Checklist! I made this checklist for myself to keep track of what TSR products I own. Many times was I in the position to photocopy (“Xerox”) a module or booklet that the owner didn’t wish to sell. So gradually my collection expanded with not only genuine products but also with photocopies. Since the coming of the officially digitized classic products (PDF) it is even harder to keep track of what product you own in what format. With the Collectors Checklist you will be able to sort your whole Dungeons&Dragons collection, no matter what the format is! For those out there who haven’t got a clue, here’s how to use the Collectors Checklist: TSR-Code : The product’s publishing code Sub-Code : When a product belongs to a specific group of products it carries this code Title : The product’s title (dah!) Hardcopy : Check this if you have the original item Copy : Check this if you have a copy (Xeroxcopy for instance) of the original product PDF : Check this if you have a digital copy(.pdf/.doc/etc.) of the original product HINT: you can even write down the number when you own more than one copy of a product ; ) If you think any items are missing, please mail me at [email protected] . Feel free to copy/share/print this list. Please visit these websites for the best Dungeons&Dragons archives on the Internet : http://www.acaeum.com http://home.flash.net/~brenfrow/index.htm .
    [Show full text]
  • MONSTER MANUAL II Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter
    MONSTER MANUAL II Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter ADDITIONAL DESIGN ART DIRECTOR David Eckelberry, James Jacobs Dawn Murin EDITORS COVER ARTIST Dale Donovan, Penny Williams Henry Higginbotham MANAGING EDITOR INTERIOR ARTISTS Kim Mohan Glen Angus, Daren Bader, Thomas Baxa, Matt Cavotta, Dennis Cramer, David Day, CREATIVE DIRECTOR Brian Despain, Tony Diterlizzi, Michael Richard Baker Dutton, Jeff Easley, Emily Fiegenschuh, Donato Giancola, Lars Grant-West, RPG CATEGORY MANAGER Rebecca Guay, Quinton Hoover, Jeremy Anthony Valterra Jarvis, Alton Lawson, Todd Lockwood, VICE PRESIDENT OF RPG R&D Raven Mimura, Matt Mitchell, Vinod Bill Slavicsek Rams, Wayne Reynolds, David Roach, Scott Roller, Richard Sardinha, Marc Sasso, VICE PRESIDENT OF PUBLISHING Brian Snoddy, Anthony Waters, Sam Wood Mary Kirchoff GRAPHIC DESIGNERS PROJECT MANAGER Cynthia Fliege, Sherry Floyd, Martin Durham Sean Glenn PRODUCTION MANAGER GRAPHIC PRODUCTION SPECIALIST Chas DeLong Erin Dorries PLAYTESTERS: OSCAR AIRD, AARON ALBERG, BILL E. ANDERSON, MATTHEW AVERY, GREG BARTHOLOMEW, PAUL BENDER, ALFONSO BETENCOURT, ED BONNY, ALAN T. B ONNIN, CONSTANCE M. BONNIN, AARON J. BORIO, SARAH BRUNER, SCOTT BUCHAN, ED CHENG, DAVID CHRIST, TOD CHUBUCOS, TOM CLARK, JENNIFER CLARKE WILKES, MIKE COLASANTE, ANDY COLLINS, DAN COOPER, REX CROSSLEY, PREDRAG DJUKIC, MARTIN DURHAM, DAVID ECKELBERRY, PHIL R. EDWARDS, TROY D. ELLIS, ROBERT N. EMERSON, LON A. FAULKNER III, GEORGE FIELDS, KURSCHON FINCH, DONALD J. FISHER, JOHN FORD, CHRIS FRIZZELL, BENJAMIN J. GEHRKE, ED GIBSON, GARRY GRIFFITH, JR., GREGORY D. GUTKE, ROBERT GUTSCHERA, MICHAEL C. HARRIS, MICHELLE HARRIS, MATT HARTWELL-HERRERO, DARRIN HARVEY, WILLIAM H. HEZELTINE, PATRICK W. H IGGINS, DAVID M. HIRST, PAULA HORTON, TYLER T. HURST, BRIAN R.
    [Show full text]