The Completed Bard's Handbook
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Wizard's Challenge II Is a ONE-ON-ONE™ Adven- Ture Designed for a Single Player and a DM
Frontier of New Haven One Hex = 50 yards Sample file 1. Militia Headquarters 2. Stable 3. The Rock 4. General Store 5. Blacksmith Shop 6. Farmsteads 6A. Herken's Farm 7. Wizard's Tower 8. Oasis 9. Ambush Site 10. Ruins of Neconilis Introduction Wizard's Challenge II is a ONE-ON-ONE™ adven- ture designed for a single player and a DM. This adventure allows a wizard character to gain experience outside an existing campaign. The adventure is suited for a wizard PC (player character) of 4th to 6th level. Multiclass wizards can also play Wizard's Challenge II, but a PC who can cast 2nd- and 3rd-level spells will work best. This adventure can be used in conjunction with Challenge II The Complete Wizard's Handbook. Though not by Kevin Melka required to run this adventure, the supplement adds variety to play. Kits such as the Academi- Introduction 1 cian and the Militant Wizard will work well, but Background Information 2 specialist wizards with poor offenses—such as Player Introduction 4 Diviners, Enchanters, Illusionists, and Mystics— Part One: New Haven 5 may have difficulties. Part Two: Rumors & Events 12 Wizard's Challenge II is a venture into ancient Part Three: Wizard's Tower 16 mystery that stresses a mixture of role-playing, Part Four: Badlands 20 problem-solving, and skillful use of abilities Part Five: Oasis 22 available only to a wizard. Because the wizard Part Six: Ruins of Neconilis 26 class is less physical than other PC classes, the Part Seven: Conclusion 29 DM should award experience for good play Part Eight: Continuing Adventures 30 based on actions other than, but not excluding, Part Nine: New Magic Sample31 filecombat. -
Dragon Magazine #228
Where the good games are As I write this, the past weekend was the WINTER FANTASY ™ slots of the two LIVING DEATH adventures; all the judges sched- gaming convention. uled to run them later really wanted to play them first. That’s a It is over, and we’ve survived. WINTER FANTASY isn’t as hectic vote of confidence for you. or crowded as the GENCON® game fair, so we can relax a bit These judges really impressed me. For those of you who’ve more, meet more people, and have more fun. never played a LIVING CITY, LIVING JUNGLE™, or LIVING DEATH game, It was good meeting designers and editors from other game you don’t know what you’re missing. The judges who run these companies and discussing trends in the gaming industry, but it things are the closest thing to a professional corps of DMs that was also good sitting in the hotel bar (or better yet, Mader’s, I can imagine. Many judges have been doing this for years, and down the street) with old friends and colleagues and just talk- some go to gaming conventions solely for the purpose of run- ing shop. ning games. They really enjoy it, they’re really good, and they Conventions are business, but they are also fun. really know the rules. I came out of WINTER FANTASY with a higher respect for the Now the Network drops into GENCON gear. Tournaments are people who run these things. TSR’s new convention coordina- being readied and judges are signing up. -
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 . -
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. -
By Jeff Grubb, Aaron Allston, and Thomas M
, TM By Jeff Grubb, Aaron Allston, and Thomas M. Reid Karameiko.1 ... a cla.1.1icf antady .Jetting where bouJ a'Jventurer.1 can become legendary beroe.J. Whether you have played only the FIRST Q UESTT"' audio CD game or have enjoyed the AD&D ® game for years, you'll find high adventure in the kingdom of Karameikos. Discover a magical land sure to challenge the bravest hearts and sharpest swords. Hear this realm come to life in two extraordinary quests featuring dramatic sounds on compact disc! ln.Jide you'll di.1cover ... an interactive audio compact disc featuring thrilling sound effects, character voices, music for two adventures in Karameikos a 32-page Adventure Book compatible with the rules of the FIRST Q UEST audio CD game and the AD&D game Player'.J Handbook and Du GEO N MASTER® Guide a 128-page Explorer's Guide, lavishly illustrated in full-color 2 full-color poster-sized maps 12 parchment maps, iUustrations, and player props 8 full-color hero cards See the wonders of Karameikos, from deadly Fort Doom to King Stefan's castle . Study at the School of Magecraft. Clash swords with th~ noble Knights of the Griffon. Match wits with nefarious thieves of the Iron Ring. Uncover dark mysteries of the past, including the jackal-headed Hutaakans ... and much more! TSR, Inc. TSR Ltd. POB 756 120 Church End Lake Geneva Cherry Hinton I SBN SampleWI 53147 Cambr idge CB1 3LB file U.S.A. United Kingdo m ADVANCEDDunGEONS & DRAGONS, AD&D , DUNGEONMASTER are registered trademarks owned by TSR, Inc . -
Dragon Magazine #246
Henchmen Features Issue #246 Volume XXII, No. 9 The Wizard's Companion ......... 24 April 1998 Lloyd Brown III Better than a familiar, the homonculous can be a wizard’s Departments best friend. The Omega Variant .......... 34 Wyrms of the North ........ 56 Bill Slavicsek Ed Greenwood Take the role of Concord marine Jonar Kage in this exciting Manipulative sapphire dragon Malaeragoth is solo adventure, and learn the ALTERNITY™ rules as you play. “The Dragon Unseen.” A Few Good Henchmen ............. 44 Rouges Gallery ............ 70 Christopher Perkins Dale Donovan Next time your PCs need a henchman quickly, pick From the pages of the ADVANCED DUNGEONS & one of these 101 NPCs. DRAGONS® comic come “The Heroes of Selune’s Fiction: "The Great Hunt" ... 62 Smile.” Elaine Cunningham Ecology of the Flumph ..... 76 Arilyn Moonblade and Elaith Craunobler teach Johnathan M. Richards the hunters what it is to be hunted. Beware the awesome might of the flumph! The Wizards Three ...... 86 No, really. We’re serious! Ed Greenwood Bazaar of the Bizarre ...... 82 Elminster, Rautheene, and Mordenkainen meet B.A. Landires once more to trade spells and ... steal sandwiches? Spice up your campaign with “Cauldrons and Cookery.” Dragon's Bestiary ......... 94 Gregory W. Detwiler Fight the battle for Krynn against “Creatures of Chaos”! Columns About the Cover The Wyrm’s Turn™ . .4 In just a few years, Michael Sutfin has developed his craft to D-Mail™. .6 breathtaking levels. On this month’s cover, he shows us a Forum rather sinister knight and his loyal henchman. .............................. ..10 Sage Advice .......................... .16 Out of Character ...................... .22 Gamer's Guide ....................... -
Fighter's Challenge
Map 1. Sturnheim and Vicinity Sample file 1 Mad Challenge 4 Brigands of the Hills 7 Mousebane 10 Stone Dragon 2 Signpost 5 Fangflight 8 The Bear 11 Beholder 3 Tower 6 Centaurs 9 Owl bear 12 Baby Dragon Introduction Fighter's Challenge is a one-on-one adventure; it is designed for small campaigns, or as a means to give a solitary PC (Player Character) some experi- ence before placing him in an existing campaign. There are references made to PHBRl, which is by John Terra The Complete Fighter's Handbook. PHBRl is not Introduction 1 necessary for the running of this adventure, but it I. Welcome to Sturnheim 2 helps to flesh things out. Sturnheim's Details 5 The adventure is suited for a 2nd- through 4th- The Key and the Tower 10 level warrior PC, or a warrior multi-class (fighter/ II. From Village to Tower 11 cleric, fighter/thief, etc.). A cleric or thief may run Gaining Entry 13 through this adventure, but a wizard is unlikely to The Ruined Tower 14 survive. Jermlaine Lair 15 When running Fighter's Challenge, keep in mind IV. The Underground Complex 16 that role-playing is still important despite there be- The Duergar Sector 19 ing only one player and one DM. Roleplay each V. Getting Away 22 NPC's personality, especially if henchmen are in- volved. Play up the feelings of the PC being on his VI. Subplots 23 own in an unknown area. The Brigands of the Hills 23 Fangflight 24 Finally, give the player a break. -
Prisoners!!! by Giulio Frandi
Prisoners!!! By Giulio Frandi Table of Contents PRISONERS!!! .............................................................................................. 4 A SECOND CHANCE ............................................................................................. 4 ADVENTURE SYNOPSIS ........................................................................................ 4 KUDOS ............................................................................................................. 4 PRISONERS OF THE MAD QUEEN ................................................................. 5 A DARK DAWN ................................................................................................... 5 ABUSED ........................................................................................................... 5 EN ROUTE TO THE IRON RING CAMP ...................................................................... 6 SLAVES OF THE IRON RING .......................................................................... 7 Credits: THE CAMP ........................................................................................................ 7 The author wishes to thank: THE NEGOTIATION ............................................................................................. 7 TRAVELLING SOUTH ............................................................................................ 7 His Players and friends of a lifetime LAST NIGHT IN KARAMEIKOS ................................................................................ 8 who played -
QUEEN's HARVEST by Carl Sargent
MAP #1: KaVORQUiaN'S BaS€M€Nt ONe SQuaue = TO feet Sample file MAP #3: DUNQ€ONS Of 28 tl?€ QueeN's Keep I I I LLI djej ON€ SQuane = T O feet 31 29 27 33 Coveneb Pit — Secnet DOOR 34 [T] "Cnap Doon 32 i^ Spinal Stains — Secuet SliDiNQ Wall 35 Oil Hol&ens Basic Game Adventure QUEEN'S HARVEST by Carl Sargent Table of Contents Introduction 2 Adventure 1: The Wizard's Dungeon 4 SPECIAL PULL-OUT REFERENCE SECTION Area Map 15 Credits: Ready-to-Play Characters 16 Design: Carl Sargent Editing: Jim Lowder NPC Profiles/Diary Page 18 Cover Artist: John and Laura Lakey Interior Artist: Karl Waller Cartographer: Diesel Typographers: Angelika Lokotz Adventure 2: Harvest of Death 19 Kathleen C. MacDonald Sample file Keyliner: Stephanie Tabat New Monsters/Letter 32 '1989 TSR, Inc. All Rights Reserved. Primed in U.S.A. DUNGEONS & DRAGONS and D&D arc registered trademarks MAPS owned by TSR, Im. The TSR logo is a trademark owned by TSR. Inc. Distributed to the book trade in the United States by Random Area Map 15 House. Inc., and in Canada by Random House ol Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Dis- Map 1: The Wizard's Dungeon left inside cover tributed in the United Kingdom by TSR Ltd. Map 2: The Queen's Keep right inside cover This module is protected under the copyright laws of the United States ol'America Any reproduction or other unauthorized use ol' tile material or artwork herein is prohibited without the express Map 3: Dungeons of the Queen's Keep left inside cover written permission ot TSR. -
Steve Jackson Creatures of Any Fantasy Game You Play, Making Illustrated by This a Truly Generic Book! Thomas Baxa
GURPS ® CREATURES GURPS F OF FANTASY ANT This extensively researched book, based on authentic ASY folklore and legends from all over the world, is a perfect Fantastic Creatures for Fantasy Roleplaying resource for the GM of any fantasy campaign. It includes BESTIAR more than 250 fantasy animals and plants, ranging from interesting nuisances to monstrous menaces. Each is These rules and creatures covered in detail, with a physical description, likes and are written for use with the BY dislikes, attitude toward mankind, and means of attack. GURPS Basic Set, Third STEFFAN The main section is organized alphabetically, with Edition Revised, but can be O’SULLIVAN creatures ranging from the voracious Afanc to the noxious used with any fantasy Y undead rodents that men know as Zombie Gerbils! system. The GURPS Fantasy Bestiary also includes: CRYPTOZOOLOGISTS: • Special chapters on Dragons and Fabulous Written by Plants, with many examples of each. Steffan O’Sullivan • A chapter on Mythological Motifs that lets players Edited by customize any creature from this book or the GURPS Bestiary. These rules can enhance the Steve Jackson creatures of any fantasy game you play, making Illustrated by this a truly generic book! Thomas Baxa • All the spells needed for the many magical Additional illustrations by STEVE beasts and plants in the book. Kent Burles, • A detailed look at different types of animal and Clifford VanMeter, plant poisons. Rick Lowry, Sean Murray and Dan Smith JACKSO • Two tables, each listing every creature in the book. One is arranged alphabetically, for easy Cover by reference. The other is organized by habitat, Carol Heyer to let the GM quickly find an appropriate N IRST DITION HIRD RINTING creature for any terrain or any situation. -
The Dalelands
The Dalelands Table of Contents Introduction ..................................................................................................................... 2 Chapter One: The Dalelands ................................................................................................... 3 Chapter Two: The Dales ...................................................................................................... 11 Archendale ...................................................................................................... 12 Battledale ...................................................................................................... 16 Daggerdale ...................................................................................................... 19 Deepingdale ................................................................................................... 22 Featherdale ...................................................................................................... 26 Harrowdale ...................................................................................................... 28 The High Dale ................................................................................................ 31 Mistledale ...................................................................................................... 34 Scardale ......................................................................................................... 38 Shadowdale ..................................................................................................... -
Volo's Guide to the North
Volos Guide to the North Wind by the Fireside So as you shiver in the cold and the dark, Look into the fire and see in its spark My eye Watching over you. As you walk in the winds whistling claws. Listen past the howling of the wolfs jaws. My song Comes to you. And when youre lost in trackless snow, Look up high where the eagles go. My star Shines for you. In deep, dark mine or on crumbling peak, Hear the words of love I speak. My thoughts Are with you. You are not forsaken. You are not forgotten. The North cannot swallow you. The snows cannot bury you. I will come for you. Faerûn will grow warmer, And the gods will smile But oh, my love, guard yourself well All this may not happen for a long, long while. (A traditional trail ballad of the Savage Frontier— composer unknown) Credits Design: Ed Greenwood Editing: Victor K. Wertz, Lisa Stevens, and Kathryn Haines Additional Editing: Julia Martin and Karen S. Boomgarden Cover Art: John and Laura Lakey Interior Art: Valerie Valusek Cartography: Cynthia Felegy, Rob Lazzaretti, and David Sutherland III Typesetting: Angelika Lokotz Production: Paul Hanchette ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, SPELLJAMMER, and MONSTROUS COMPENDIUM are registered trademarks owned by TSR, Inc. DUNGEON MASTER, DM, 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. ©1993 TSR, Inc. All Rights Reserved. Printed in the United States of America. Random House and its affiliate companies have worldwide distribution rights in the book trade for English lan- guage products of TSR, Inc.