Unearthed Arcana 1

Total Page:16

File Type:pdf, Size:1020Kb

Unearthed Arcana 1 Unearthed Arcana 1 Preface Now that you have this tome in your hands, you are This effort was by no means mine alone. Len about to discover a new and exciting dimension in Lakofka, as usual, contributed his part. Roger Moore the ADVANCED DUNGEONS & DRAGONS game is a name that all devotees of the game know, and world. You have unearthed the hidden mysteries of he also added to this work. Luke Gygax was this work, so although they are no longer arcana, invaluable as a sounding-board and playtester. the contents are treasure. The AD&D game system Frank Mentzer was on hand from the beginning to is dynamic. It grows and changes and expands. test and try my thoughts and ideas, to bring his own Our universe does all this, and so too the multiverse creativity to the whole, and to assist in making this a of this game system. The description and definition far better effort than originally conceived. Once of an infinite multiverse must necessarily be done the ideas were compiled, Jeff Grubb and Kim piecemeal - adding new discoveries as they come Mohan went to work on the manuscript. These two to light, expanding horizons as the sum total of our insisted on clarifying, codifying, expanding, and past knowledge allows. defining, and generally demanded that the whole text become better and better. Despite the extra As the original volumes of the game system work demanded from me, I thank them for this - (Monster Manual, Players Handbook, and Dungeon and still more for their own creativity which they Masters Guide) have altered from their first editions, freely contributed in order to insure that what you so the game has changed in form and substance. now hold is the best possible text, a literally up-to- This new material grew from my own campaign, the-minute description of the “state of the art” as articles published in DRAGON Magazine, and input that term applies to the AD&D game system. from many Dungeon Masters and players also. The book has a single purpose: Unearthed Arcana Every Dungeon Master who has created a brings new dimensions to the AD&D game system. campaign milieu out of whole cloth, so to speak, The compiled material, which lies herein, offers fresh can certainly understand that the more one learns, new approaches to play without materially the more one comes to understand how little he affecting any ongoing campaign adversely. This knows. So too the multiverse of this game system. work does not alter former “laws of the multiverse,” The farther afield one goes in exploration and but it does open insights and vistas beyond those discovery, the greater the realization of how vast is previously understood and seen. the realm of unknown knowledge which awaits discovery, as it were. However, such as with our All the participants of a campaign will find this actual world, the expanses of the game multiverse material of greatest interest and benefit to them. will always have frontiers and unexplored territories. Dungeon Masters will discover new sub-races and This fact, indeed, is what makes the AD&D game their inter-relationships, new deity models for non- system so wonderful and appealing. humans, and much in the way of magic - a new spellcasting class and new options for casters! Thus, Good Reader, here is the “last word” - by far Players, of course, benefit from all of that and more. not the last word ever, but the latest so far. It is, after There are new horizons for demihuman characters, all, high time that those who enjoy the challenge new professional callings, new weapons, new and excitement of the AD&D game be presented approaches to just about everything. Yes, some of with a tome such as this, a package that gathers all this material has appeared previously, but here it is of the new discoveries, plus a wealth of just carefully revised, edited, and compiled so as to uncovered secrets, between one pair of covers. change it from a possible insertion to an integral Preliminaries aside, here is Unearthed Arcana. It is part of a vital campaign. There are new choices, now the moment you have waited for. Read on, new possibilities, new opportunities, and new ideas and may you have as much fun with your creation laid out before you. Best of all, these rest upon the as we are having with ours. solid foundation of the AD&D game system - the most widely accepted and played role-playing game in the world. Unearthed Arcana 2 EXPANDED CHARACTER RACES The expanded, revised character race tables show all of the racial and with an eye towards what class (q.v.) of adventurer the varieties that are now open to player characters. In summary, player character will be. character dwarves are no longer limited to being hill dwarves; elves Penalties and Bonuses for Race: Certain racial stocks excel in certain can be other than high elves; and gnomes are not restricted to ability areas and have shortcomings in others. These penalties and being “surface gnomes.” The special characteristics of the additional bonuses are applied to the initial ability scores generated by a player sub-races and the new player race, the half-ogre, are given on the for his character as soon as the racial stock of the character is following pages. selected and the modified ability scores then are considered as if The Dungeon Master may have restrictions as to which races are they were the actual ability scores generated for all game purposes. allowed in the campaign due to the circumstances of the milieu. These penalties and bonuses are shown below. The minimum and Two tables for easy reference are given below in order that you can maximum initial ability scores listed include ability adjustments by select the racial stock of your character based on abilities generated race. Magic may alter ability scores above or below these values: Ability Adjustments By Racial Type or Subtype Initial Ability Score Limits By Racial Type or Subtype Race Penalty or Bonus Race Ability Score Limits Dwarf, gray Constitution +1, Charisma -1 Dwarf, gray Constitution 19, Charisma 17 Dwarf, mountain Constitution +1, Charisma -1 Dwarf, mountain Constitution 19, Charisma 17 Intelligence +1, Dexterity +1, Wisdom -1, Intelligence 19, Dexterity 19, Wisdom 17, Elf, dark (male) Elf, dark (male) Constitution -1 Constitution 17 Intelligence +1, Dexterity +1, Charisma +1, Intelligence 19, Dexterity 19, Charisma 19, Elf, dark (female) Elf, dark (female) Strength -1, Constitution -1 Strength 17, Constitution 17 Intelligence +1, Dexterity +1, Strength -1, Strength 17, Intelligence 19, Dexterity 19, Elf, grey Elf, grey Constitution -1 Constitution 17 Strength +1, Dexterity +1, Intelligence -1, Strength 18, Dexterity 19, Intelligence 17, Elf, sylvan Elf, sylvan Constitution -1 Constitution 17 Strength +1, Dexterity +1, Constitution -1, Strength 18, Dexterity 19, Constitution 17, Elf, wild Elf, wild Charisma -1 Charisma 17 Gnome, deep Constitution +1, Charisma -1 Gnome, deep Constitution 19, Charisma 17 Strength +2, Constitution +2, Intelligence -1, Strength 19, Constitution 19, Intelligence 15, Half-ogre Half-ogre Dexterity -1, Charisma -2 Dexterity 15, Charisma 13 There are certain other disadvantages and advantages to characters of various races; these are described in the paragraphs pertaining to each race which follow. Character Class Limitations By Race Racial Stock of Character Class Dwarf, Grey Dwarf, Mountain Elf, Dark Elf, Grey Elf, Wild Elf, Wood Gnome, Deep Half-Ogre CLERIC yes yes yes* yes no yes yes yes Bard yes yes yes yes yes yes yes no Cloistered Cleric yes yes yes* yes no yes yes no Druid yes yes yes yes yes yes yes yes FIGHTER yes yes yes yes yes yes yes yes Anti-paladin yes yes yes yes no yes yes yes Barbarian yes yes no no yes no no yes Cavalier no no yes yes no yes no no Duelist yes yes yes yes yes yes yes no Paladin yes yes yes yes no yes yes no Ranger yes yes yes yes yes yes yes yes MAGIC-USER no no yes* yes no yes yes no Illusionist no no yes* yes no yes yes no Necromancer no no yes* yes no yes yes no MONK no no no no no no no no PSIONICIST yes yes yes yes yes yes yes no THIEF yes yes yes yes yes yes yes yes Assassin yes yes yes yes yes yes yes yes * Only drow females may be clerics of Lolth, goddess of the drow. As such, male drow are typically arcane casters while females are clerics. Note: Character class names are shown in capital letters if the class is core class; sub-classes are shown with the first letter capitalized only. The character classes presented in this book, listed in italics, list what races are permitted for that particular class. Assume that all subraces face the same restrictions with regards to these newly presented classes, unless otherwise noted in the subrace or class description. Racial Stock of Characters shows seven subraces of the six demihuman races presented in the PLAYERS HANDBOOK as well as a new player race, the half-ogre. Reading down each heading gives quick reference as to what classes each subrace or race is able to become in regard to their player character role. A “no” indicates that the race cannot become the character class in question. A “yes” indicates that the race may choose the character class in question. The listed multiclass options only show primary class combinations. Permitted Multiclass Options: All subraces presented herein use the multiclass restrictions of their race as outlined in the PLAYERS HANDBOOK, except as noted below.
Recommended publications
  • Campaign Information
    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.
    [Show full text]
  • The HALFLING Point of View by Roger Moore
    The HALFLING point of view by Roger Moore The smallest and physically weakest of function is to help maintain the security insistence upon security are readily all the demi-human races are the half- of the halfling community to the best of apparent. The average halfling is reluc- lings, so named because they are almost their abilities, and their most common tant to take action in unexpected situa- exactly one-half the size of humans, Male prayers are for the continued support of tions without looking for a consensus halflings average 3' in height and females their deities in keeping their homes safe among other halflings of what would be slightly less; they all weigh about 50-60 and their lives untroubled. the best thing to do. Thus, halflings tend Ibs., and they look much tike small The normal (0-level) members of the to appear shy, fearful, and overcautious humans. In fact, evidence suggests that halfling community generally believe in when on their own for the first time. halflings are more closely related to an orderly, cooperative system of working Their society appears stagnated in the humans than to any other demi-human together to ensure the continued stability eyes of other races, and they tend to close race. of their society. Individuals who break themselves off from the rest of the world. Most humans tend to see halflings as the rules are scolded and punished for Halfling life, while it seems to suit child-like, basically happy, naive, and "rocking the boat," and it is impressed them well, ran be described at worst as hungry most of the time.
    [Show full text]
  • Chronomancer
    OPTIONAL GAME ACCESSORY Chronomancer Credits Design: Loren Coleman Development and Editing: Matt Forbeck Additional Assistance: Jim Butler, Andria Hayday, Bruce Heard, Steve Miller, Roger Moore, Jon Pickens, Skip Williams, and David Wise Graphic Design: Stephen Daniele and Paul Hanchette Cover Art: Alan Pollack Interior Art: Thomas Baxa, Adrian Bourne, Terry Dykstra, Jim HoUoway, Mark Nelson Typography: Angelika Lokotz Production: Paul Hanchette Sample file ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, BLACKMOOR, DARK SUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK, HOLLOW WORLD, MYSTARA, RAVENLOFT, RED STEEL, and SPELLJAMMER are registered trademarks owned by TSR, Inc. BIRTHRIGHT, COUNCIL OF WYRMS, ENCYCLOPEDIA MAGICA, PLANESCAPE, and the TSR logo are trademarks owned by TSR, Inc. 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 book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. ©1995 TSR, Inc. All rights reserved. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materials or artwork contained herein is prohibited without the express written permission of TSR, Inc. Printed in the United States of America. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End Lake Geneva Cherry Hinton WI43147 Cambridge CB1 3LB USA United Kingdom ISBN 0-7869-0325-2 1st Printing, August 1995 9506XXX1501 le of Contents Introduction 3 Chapter 4: Chronomancy 39 Where This Belongs in Your Campaign .
    [Show full text]
  • The Highbank Forest
    The Highbank Forest A last important factor in the effort to build this community A Settlement of Elves in the Vast centered around a dangerous adventure the Coronal and some By Kenn Boyle and Rick Brill trusted Elves of the area undertook. Delving into the depths of Converted by Aaron Martin and Joe Harney the Underdark, this group was beset upon by a force of Drow and minions of overwhelming power. Forced to flee, the group of Located just two days north and east of the city of Ravens Bluff, Tel’Quessir used powerful magic to flee to the one place no the Highbank Forest has become the center of Elven culture in servant of Lolth would follow, the Elven Realm of Arvandor. This the Vast. Under the patronage of the Tulani Lord Glantherius of trip changed the lives and focus of most all the Elves there, Arvandor, the leadership of Coronal Semmitsaul Silverspear, redefining their views of and roles in the world. Most importantly, and the guidance of the Highbank Council, the Forest has the new settlement in the Highbank Forest gained the blessing of flourished. They strive to make the Forest a better place for the a powerful Eladrin Clan from Arvandor. Their leader, a legendary Elven people and the sylvan races. Eladrin Tulani Lord known as Glantherius offered the Highbank Elves a place in Clan Calarrii, and promised to be a voice of The Highbank Forest is a community established by Elves and assistance and wisdom for their task ahead. He praised their for Elves, to sustain the Elven way of life.
    [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]
  • DRAGONLANCE! Actually, the Name of the World Is Krynn
    Another world, another adventure. Another reality to explore, a thrilling new … library? A library, complete with the faintly musty smell of old tomes. Long tall stacks of books, scrolls, and tablets run the length of the chamber you find yourself in. Seated at a desk near the back of the chamber is a lone figure. He scratches away with quill and ink on a scroll, pausing only to wet his quill in a small inkpot and look into a crystal globe located to his left. “Astinus of Palanthas, Master of the Library of Palanthas and Historian of Krynn. He keeps a record of everything that happens here. Everything of note, at least. Most people think he’s immortal or some kind of god. No one seems to know for certain, though.” No one? Your Benefactor smiles one of those little smiles you’ve become so familiar with. “Well, maybe not no one. Maybe you’ll figure it out and tell me all about it?” Seemingly bored with that train of thought, your Benefactor turns away from you and runs their hands along the stacks. “So here we are: DRAGONLANCE! Actually, the name of the world is Krynn. Dragonlance is the title given to the intellectual property created, ‘created,’ by Margret Weiss and Tracy Hickman. So, if you’d like to take a minute to read up on what this place is about, now’s the time and here’s the place to do it. Or I can just give you the Chain’s Notes. Get it? Chain’s Notes? It’s like Cliff’s Notes, but … never mind.” “In the beginning was The High God and from the Beyond he called forth Paladine, Gilean and Takhisis, good, neutral and evil gods respectively.
    [Show full text]
  • Dragon Magazine #103
    D RAGON 1 18 SPECIAL ATTRACTION 48 UNEARTHED ARCANA additions and corrections New pieces of type for those who have the book 35 26 Publisher Mike Cook Editor-in-Chief OTHER FEATURES Kim Mohan 8 The future of the game Gary Gygax Editorial staff How well tackle the task of a Second Edition AD&D® game Patrick Lucien Price Roger Moore 12 Arcana update, part 1 Kim Mohan Art director and graphics Explanations, answers, and some new rules Roger Raupp All about Krynns gnomes Roger E. Moore Subscriptions 18 Finishing our series on the demi-humans of the DRAGONLANCE world Georgia Moore Advertising 26 A dozen domestic dogs Stephen Inniss Mary Parkinson Twelve ways to classify mans best friend Contributing editors The role of books John C. Bunnell Ed Greenwood 31 Reviews of game-related fantasy and SF literature Katharine Kerr This issues contributing artists 35 The Centaur Papers Stephen Inniss and Kelly Adams Robert Pritchard Everything two authors could think of about the horse-folk Larry Elmore Bob Maurus 58 The Wages of Stress Christopher Gilbert Roger Raupp How to handle obnoxious people and make it pay Tom Centola Marvel Bullpen David Trampier Ted Goff Joseph Pillsbury DEPARTMENTS 3 Letters 88 Convention calendar 93 Dragonmirth 4 World Gamers Guide 86 Gamers Guide 94 Snarfquest 6 The forum 89 Wormy COVER Robert Pritchards first contribution to our cover is an interesting piece of artwork and thats always the main factor in deciding whether or not to accept a painting to use. But Roberts choice of a title didnt hurt a bit.
    [Show full text]
  • Drow of the Underdark
    ™ 95726720_Ch00.indd 1 2/22/07 3:03:16 PM Shadowborn Warrior . .52 Clothing . .98 Spider Companion . .52 Tools . .101 Contents Spiderfriend Magic . .52 Artifacts . .103 Introduction . 4 Staggering Critical . .52 Surprising Riposte . .52 Chapter 5: Chapter 1: Umbral Spell . .52 Monsters of the Underdark . 105 All About the Drow . 7 Vermin Trainer . .53 Adamantine Spider . 106 A Day in the Life . .7 Verminfriend . .53 Chwidencha . 108 Society and Culture . .9 Versatile Combatant . .53 Draegloth . .110 Law, Tradition, and Government . .10 Ambush Feats . .53 Dragon, Deep . .114 Drow Psychology . .13 Gloom Strike . .54 Elf, Albino Drow (Szarkai) . .118 Religion . .15 Sickening Strike . .54 Goblinoid . 120 Rites and Rituals of Lolth . .15 Terrifying Strike . .54 Husk Vermin . 126 CONTENTS TABLE OF Servants of Lolth . .17 Venomous Strike . .54 Kuo-Toa . 129 Lolth . .19 Divine Feats . .54 Lizard, Giant . .133 Houses of the Drow . .20 Divine Intercession . .54 Quaggoth . 136 Structure and Composition . .20 Lolth’s Boon . .54 Shunned . .140 House Authority . .21 Lolth’s Caress . .54 Spider, Monstrous . .141 House Interaction . .21 Profane Agony . .54 Troll . .145 Duties and Benefi ts . .22 Vile Feats . .55 Venom Ooze . .148 Family Units . .24 Unspeakable Vow . .55 Drow Life . .26 Vow of Decadence . .55 Chapter 6: Leisure . .27 Vow of the Spider Queen . .55 Campaigns and Adventures . 150 Arts and Crafts . .27 Vow of Vengeance . .56 Drow Campaigns . 150 Technology and Magic. .28 Weapon Style Feats . .56 Drow Cities and Environs . 153 Love . 29 Despana School . .56 Sample Drow . 160 War . 30 Eilservs School . .56 Anybys Velifane . 160 Death . .31 Inlindl School . .56 Keveras Lorakythe .
    [Show full text]
  • Living Forgotten Realms Campaign Guide Explains How to Beyond
    LIVING FORGOTTEN REALMS® CAMPAIGN GUIDE Version 2.5: August 4, 2011 (Next Update: January 2012) For a list of changes made from v2.0 of this document, please visit this thread on the LFR Community Forum. What is Living Forgotten Realms? Campaign Setting and Structure Living Forgotten Realms (LFR for short) is a worldwide Living The Living Forgotten Realms campaign is based on the setting Campaign that uses the 4th Edition DUNGEONS & DRAGONS® details found in the 4th Edition Forgotten Realms Campaign rules and the FORGOTTEN REALMS® campaign setting. Players Guide. Faerûn is constantly evolving. Game products from create characters using the core D&D rules and the Wizards of the Coast (such as the Neverwinter Campaign guidelines in this document, and can then play those Guide) offer new information about the world. New characters in any LFR adventure, anywhere in the world. As FORGOTTEN REALMS content appears regularly on D&D you play adventures, your character earns experience points, Insider. LFR adventures sometimes refer to events and gold, and magic items which stay with you from game to characters from the many fiction novels set in the Realms. game. There are dozens of new adventures to play each year! Most importantly, LFR characters themselves can and do change the world through their actions and decisions! How to Use This Guide Living Forgotten Realms adventures span the vastness of Faerûn's surface, the Underdark beneath, and the planes The Living Forgotten Realms Campaign Guide explains how to beyond. Your character might explore the jungles of Chult in create and advance characters.
    [Show full text]
  • Royalty Domain Nlike Those Who Serve on the Ruling Councils of Certain Pantheons, Deities of the Royalty Commanded Obedience Domain Are Sovereign Gods
    Royalty Domain nlike those who serve on the ruling councils of certain pantheons, deities of the Royalty Commanded Obedience domain are sovereign gods. They are At 17th level, when you speak others will listen. As an monarchs of their own pantheons and action on your turn, you can present your holy symbol and powerful celestial beings whose very command the subservience of those around you. Creatures presence demands respect and obedience. of your choice within 30ft must make a Wisdom saving UExamples of these deities include Moradin, throw against your Spellcasting DC. On a failed save, the Corellon Larethian, Lolth, Yondalla, Io, Garl Glittergold, target falls to one knee, prone. They can re-roll the saving and Tiamat. Clerics of this domain learn to channel their throw at the end of each turn. On a success, the creature deity’s divine power and authority. They are true may use half of its remaining movement to end the prone commanders who usually find themselves leading their condition. temples and organizations. If the target failed the initial save by 5 or more, that creature has disadvantage on attacks against you for next Royalty Domain Spells 24 hours, regardless of whether it remains prone. Cleric Level Spell Name 1st Command, Heroism 3rd Branding Smite, Crown of Madness Legal Stuff 5th Crusader's Mantle, Tiny Servant DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 9th Aura of Purity, Compulsion Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA Bonus Proficiencies and other Countries.
    [Show full text]
  • Dungeon and Dragons Dungeon Master Guide Pdf
    Dungeon And Dragons Dungeon Master Guide Pdf Unattached Xymenes twangles some blast-off after prescient Jean-Lou lollygagged phonologically. Accumulative or stereospecific, Lemmy never flavour any pinkies! Mechanic and spriggier Gabriele advertised: which Marius is unsearched enough? Free Pdf Dungeons And. When i i buy and dragons adventures, dungeons and advice on rpgbot uses different rate of colors allows you should let me at it is an. In high adventure, players get separated from their caravan because of sandstorm and women refuge in ancient ruins. Time and dragons game masters construct fortresses on giving your anaconda definitely love. Thinking about dungeons dragons dungeon masters guide, it then this browser. Form fillable and printer friendly versions are included. Kids on dungeon masters guide dungeons dragons starter set have lost. Just the dungeon masters are that resides in addition! This guide dungeons master bog the dungeon masters guide to. Handbook or save versus become permanently cure forms of theros, and are that a subscription box is to. New and dragons dice of dungeons and. Smugglers guide their ships to hidden coves, willing to triple the throat of anyone fool hardy to dispel their path. Each casting of. Return abilities to erase by nor can a creature time players with equipment, a base attack? Helps you accomplish play dungeons and your side, but a failed save them are often as point left, equipment item behaves like redblade to the. Rather, perhaps have gathered goods whose combined value than place the victorious ployer characters con easily gather the surface, you maximize one house would naturally their raiding.
    [Show full text]
  • Dragon Magazine #127
    CONTENTS Magazine Issue #127 Vol. XII, No. 6 SPECIAL ATTRACTIONS November 1987 15 Cal1 to Arms: The fighters world, from berserkers to battlefields. 16 Lords & Legends Kyle Gray Four famous warriors from European myth and legend. 22 No Quarter! Arn Ashleigh Parker Publisher Mike Cook Creative combat for fighters with style. 26 Bazaar of the Bizarre The readers Editor A magical treasury of bows and bolts for arcane archers. Roger E. Moore 32 Two Hands Are Better Than One Donald D. Miller Assistant editor Fiction editor When a two-handed sword becomes a three-handed sword, and other handy facts. Robin Jenkins Patrick L. Price 36 In Defense of the Shield Tim Merrett Editorial assistants A good shield might be the best friend youll ever have. Eileen Lucas Barbara G. Young 38 Fighting for Keeps Roy G. Schelper Debbie Poutsch Georgia Moore Your new castle is full of orcs? Its BATTLESYSTEM supplement time! Art director 46 In the Heat of the Fight Sean Holland Roger Raupp Berserkers, ambushes, fanatics, tribal champions all in a days work. Production Staff 48 A Menagerie of Martial Arts Len Carpenter Marilyn Favaro Gloria Habriga Twenty all-new martial-arts styles for Oriental Adventures. Colleen OMalley OTHER FEATURES Subscriptions Advertising 8 Role-playing Reviews Ken Rolston Pat Schulz Mary Parkinson Game designers rush in where deities fear to tread. Creative editors 56 The Ecology of the Yeti Thomas Kiefer Ed Greenwood Jeff Grubb A particularly chilling encounter on the high glaciers. 62 Arcane Lore Arthur Collins Selections from a lost tome on lifes little illusions.
    [Show full text]