Monster Manual Expanded II
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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. -
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. -
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. -
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. -
The Grand Duchy of Karameikos Players Guide V1.0
The Grand Duchy of Karameikos Players Guide v1.0 Overview This player guide is intended to give you, the player, an overview of the new world you will be exploring – Mystara and more specifically the Grand Duchy of Karameikos, the country that will be your starting area. It will give you some background for your characters and some modifications and limitations to the choices you can make at character creation based upon this campaign starting in the Grand Duchy of Karameikos. As you explore the lands of Karameikos & the rest of Mystara, discover its secrets and meet new races and cultures more options will open for you as players. History This is the land's history as known to the peoples of Karameikos. The first part of the history is recorded in an epic work of poetry of the Traldar (Traladara) people, "The Song of King Halav." This is an ancient work maintained by generations of bards before finally being committed to writing about six centuries ago. The Song of King Halav In ancient times, the land now called Karameikos was the forest homeland of the Traldar, men and women so favoured by the Immortals and allowed to live in these beautiful lands. The Immortals let the Traldar live happy, simple lives. The Traldar fished and hunted; the men spent most of their time sporting with one another and offering praise to the Immortals. But the Immortals knew that the happiness of the Traldar was to end. Far to the west, a race of evil beast-men was preparing to march through the easterly lands in search of booty, prisoners and more hospitable homelands. -
Planeswalkers of Ravnica by Christopher Willett
PLANESWALKERS OF RAVNICA BY CHRISTOPHER WILLETT Table of Contents Foreword ...................................................................................................................................................... 2 Planeswalker ................................................................................................................................................ 3 Color Based Alignment ................................................................................................................................. 4 White ................................................................................................................................................................................ 4 Blue .................................................................................................................................................................................... 5 Black .................................................................................................................................................................................. 6 Red .................................................................................................................................................................................... 7 Green ................................................................................................................................................................................ 8 Colors of Magic ......................................................................................................................................... -
Advanced Dungeons & Dragons 5Th Edition (AD&D5E) the Kenku
Advanced Dungeons & Dragons 5th edition (AD&D5E) The Kenku This product contains optional variant rules for the Kenku race in the Dungeons & Dragons 5th Edition game, and is considered official for use in the Advanced Dungeons and Dragons 5th Edition game. Sample file AD&D5E Game Terms The following are some terms and acronyms used and what they mean. Ability Score Adjustment (ASA). Raises the maximum an ability score can be increased to. Ability Score Improvement (ASI). Increases an ability score by the stated amount, but does not raise the maximum the ability score can be increased to. Ability Score Maximum (ASM). The maximum an ability score can be increased naturally. All player character's ability scores have a natural maximum of 20. Racial Ability Score Adjustment (RASA). The ability score adjustment your character receives for being a member of a certain race, subrace, and/or variant options. Racial Ability Score Improvement (RASI). Increases the chosen ability score by the amount given, but does not raise the maximum the ability score can be increased to. Racial Ability Score Maximum (RASM). The maximum an ability score can be increased naturally beyond 20 as a result of your race, subrace, and/or variant options. Customizing Your Race You can use your RASI's to customize your ability scores outside of your race's norm, but your RASM does not deviate from your RASA. Alternative Game Terms While some players may have particular sensitivities or triggers in regards to the term "race" and "subrace", the following alternatives can be used to mean the same thing: Origin = Race, and Lineage = Subrace. -
DRAGON Magazine (ISSN 0279-6848) Is Pub- the Occasion, and It Is Now So Noted
DRAGON 1 Publisher: Mike Cook Editor-in-Chid: Kim Mohan Quiet celebration Editorial staff: Marilyn Favaro Roger Raupp Birthdays dont hold as much meaning Patrick L. Price Vol. VII, No. 12 June 1983 for us any more as they did when we were Mary Kirchoff younger. That statement is true for just Office staff: Sharon Walton SPECIAL ATTRACTION about all of us, of just about any age, and Pam Maloney its true of this old magazine, too. Layout designer: Kristine L. Bartyzel June 1983 is the seventh anniversary of The DRAGON Magazine Contributing editors: Roger Moore Combat Computer . .40 Ed Greenwood the first issue of DRAGON Magazine. A playing aid that cant miss National advertising representative: In one way or another, we made a pretty Robert Dewey big thing of birthdays one through five c/o Robert LaBudde & Associates, Inc. if you have those issues, you know what I 2640 Golf Road mean. Birthday number six came and OTHER FEATURES Glenview IL 60025 Phone (312) 724-5860 went without quite as much fanfare, and Landragons . 12 now, for number seven, weve decided on Wingless wonders This issues contributing artists: a quiet celebration. (Maybe well have a Jim Holloway Phil Foglio few friends over to the cave, but thats The electrum dragon . .17 Timothy Truman Dave Trampier about it.) Roger Raupp Last of the metallic monsters? This is as good a place as any to note Seven swords . 18 DRAGON Magazine (ISSN 0279-6848) is pub- the occasion, and it is now so noted. Have Blades youll find bearable lished monthly for a subscription price of $24 per a quiet celebration of your own on our year by Dragon Publishing, a division of TSR behalf, if youve a mind to, and I hope Hobbies, Inc. -
Encounters Reference
Classic Dungeon Designer’s Netbook #4 OLD SCHOOL ENCOUNTERS REFERENCE This unauthorized reference sourcebook contains everything the Dungeon Master needs for designing encounters for 1st edition Advanced Dungeons & Dragons™ adventures conveniently organized for online and tabletop use. Also compatible with OSRIC. Written & Edited by B. Scot Hoover [email protected] Version 3 Revised (7.28.08) - 0 - TABLE of CONTENTS Prologue 2 Abbreviation Codes 3 Chapter I: Men 4 Chapter II: Demi-humans & Humanoids 50 Chapter III: The Underworld 66 Chapter IV: The Wilderness 81 Chapter V: Settlements & Civilization 103 Chapter VI: Treasures 113 Chapter VII: The Campaign 135 Chapter VIII: Forms & Appendices 144 Index 156 - 1 - PROLOGUE: On Designing Your Own Game Non-player character generation will generally follow the method(s) used to create PCs. However, there are necessary shortcuts and parcels of information included in a carefully done game, or else the poor GM will be forever immersed in the morass of finding out the precise nature of who his players meet, who opposes them, and the like. It should not be necessary for the GM to roll dice to determine all the attribute scores of every non-player character, for instance. The game must include provisions for defining NPCs so that they can be generated quickly, but without causing every such character to be a mirror image of every other one. Although it is a relatively short and minor part of any game, this area is still interesting, for it will show just how well thought out the design is. Opponents are the creatures and things that will generally be adverse, at best non- hostile, to the PCs. -
1503410996259.Pdf
Credits Table of Contents Written by WHK (/u/GenuineBelieverer) Introduction - 3 Formatted using The Homebrewery Otherworldly Patrons - 4 Art, in order of appearance: Cover: EdgarGomezArt The Accursed Archive - 4 Accursed Archive: jjcanvas The Ashen Wolf - 7 Ashen Wolf: cobaltplasma Eternal Citadel: noahbradley The Eternal Citadel - 9 Fallen Exile: Aeon-Lux Forbidden Graveyard: Asahisuperdry The Fallen Exile - 11 Gelatinous Convocation: SourShade The Forbidden Graveyard - 13 Gray Portrait: spyders Keeper of the Depths: JJcanvas The Gelatinous Convocation - 15 Perfect Chord: JKRoots Serpent Empress: Candra The Gray Portrait - 17 Shadowcat: MattBarley The Keeper of the Depths - 19 Storm Lord: cobaltplasma Warrior-Saint: mist XG The Perfect Chord - 21 Weaver of Lies: TentaclesandTeeth Wild Huntsman: eronzki999 The Serpent Empress - 23 Huntsman's Hounds: artozi The Shadowcat - 25 Dimcat: Apofiss Emberborn: hibbary The Storm Lord - 27 Harrowing Hawk: GENZOMAN Haunted Crow: Vablo The Warrior-Saint - 29 The Weaver of Lies - 31 Special Thanks metler88 IBananaShake HazeZero GM_Jurek eainmonster The Wild Huntsman - 33 SmilingCatSith Angel_Feather Zurei Finalplayer14 BudderPrime Lasercat77 SwordMeow KonateTheGreat Appendix A: Optional Rules - 37 Pixie1001 Regerem DMsWorkshop TheOldTubaroo yrralldlok2 est1roth PeanutJayGee Primelibrarian The Bargain of the Archivist - 37 TheThievingMick Level9Zubat datspongecake Therval Optional Rules for an Intelligence-based Warlock KamiBarn Longshot-Forrester ApostleO ragebarr The Bargain of the Priest - 37 StxAffliction -
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 -
RULEBOOK Table of Contents Game Components Introduction the Warring Realms Game Components 2 War Has Come to the Dungeons & Dragons® World
AGE12+ ™ B O A R D G A M E RULEBOOK TABLE OF CONTENTS GAME COMPONENTS INTRODUCTION THE WARRING REALMS Game Components 2 War has come to the Dungeons & Dragons® world. Heroes Here’s a quick overview of the four realms, including sugges- 1 game board Introduction 3 of good and champions of evil strive against each other across tions about each one’s strengths and weaknesses. You can The Warring Realms 3 1 rulebook mountains, seas, forests, and plains, determined to conquer choose which realm to play, rolling dice for order of selection, How to Win 3 or die. Terrible monsters rampage across the land, destroying or pick one randomly by placing one control marker from Ways to Play 4 1 storage tray everything in their path. Mighty dragons dominate the skies, each realm in a cup, then drawing blind. Alliances 4 5 reference cards Setup 5 laying waste to entire armies with their deadly breath. Bold (1 for each realm, plus a Quick Reference card) DARK EMPIRE OF KARKOTH (KARKOTH) Order of Play 8 explorers dare dungeons filled with fearsome guardians and Turn Sequence 9 252 plastic figures (63 for each realm): great treasures. The warlocks who rule Karkoth wield terrible Step 1: Draw 9 powers of necromancy and shadow. Their 80 Footsoldiers Four great realms contend for domination of the known world: undead armies hold a dozen lands in thrall, Step 2: Move 9 mighty empires, leagues of nations, or powerful alliances. Step 3: Fight Battles 12 enforcing their demands for tribute and new 24 Siege Engines The Dark Empire of Karkoth dreams of slaking the sinister Step 4: Reposition 17 conscripts.