
Sample file Magnamund Menagerie credits Lone Wolf created by Joe Dever Written by Joe Dever, Vincent Lazzari, August Hahn and Darren Pearce Edited by Vincent Lazzari Graphic Design and Layout by Paul Bourne Cover by Sam Manley Illustrated by Sam Manley and Scott Purdy Creative Direction by Jon Hodgson Publisher: Dominic McDowall Dedicated to the memory of Joe Dever. For Sommerlund and the Kai! Published by Cubicle 7 Entertainment Ltd Suite D3 Unit 4 Gemini House, Hargreaves Road, Groundwell Industrial Estate, Swindon, SN25 5AZ, UK. Reg. no 6036414 This book, including all art, concepts, characters, text, and intellectual properties ©2017 Joe Dever and Cubicle 7 Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. LONE WOLF (TM) Joe Dever 1984-2016. All rights reserved. SampleAny trademarked names are used in a historical or fictional manner; no infringement is intended.file Find out more about Lone Wolf and our other games at www.cubicle7.co.uk 2 Magnamund Menagerie Magnamund Menagerie contents Introduction 4 Pirate 40 Mule 66 Kajarda 99 New Traits 5 Pirate Captain 40 Nahba Worm 67 Khorvaghast 99 Priest 41 Ooslo 68 Manikyn (Living Golem) 100 Darkspawn: Shadakine Warrior 42 Rat 68 Scree Wyrm 100 Creatures of Shadakine Wytch 43 Raven 69 Shade & Wraith 101 Helgedad 6 Sharnazim 43 Reebdan 69 Skeleton 102 Ashradon 7 Sinistrari 44 Rhudun 70 Spirit 103 Daemonak 8 Tribesmen 45 Roctopus 70 Terrorgaunt 104 Doomwolf (& Shegamaz) 9 Zhakka 46 Shark 71 Tree of Souls 104 Giak 10 Sligza 72 Undead Plague Agarashi 105 Auxillary Mountain Natural Sloat 72 Vordak 106 Giak units 12 Creatures 47 Snake 72 Vordak Lord 107 Giak (Swamp; sub-species) 13 Akataz 47 Spider 74 Vortexi (horde) 108 Gnagusk 13 Alligator Kreel 47 Squid 74 Wraithcrows 109 Graveworm 14 Baknar 48 Steamspider 75 Zagravash (& Darkrisen) 110 Gyraax 14 Bat 48 Swamp Giant 75 Ziog 111 Hodora 15 Bear 49 Tiger 76 Zombie 112 Hound of Vikkak 16 Black Corvayl 49 Vythaz 77 Ictakko 16 Bloodlug 50 Warhound 77 Making the Most of Kraan 17 Black Lakeweed 50 Whales (and Skarks) 78 Your Monsters 113 Liganim 18 Boar 51 Wolf 79 Creating Atmosphere 113 Nozodgorak 19 Cave Mantiz 52 Yaku Plant 79 Never Give the Game Away 113 Oknardegz-Odakar 20 Crocodile 52 Yas 80 Do Not be Afraid to Plaak 20 Dakaro 53 Zodara Bloodweed 80 Change Things 114 Skryza 21 Dog (and Jackal) 53 Make the Most of a Szall 21 Eagle (and Bangrol) 54 Natural Sentient Monster’s Intelligence 114 Urgaroh 22 Eijalfish 54 Creatures 82 Vladoka 23 Fanji 55 Faersteed 82 Appendix 115 Xargath 23 Ghorka 55 Giant 83 Drodarin 115 Zlanbeast 24 Giant Owl 56 Ghagrim 84 Old Races 115 Zukdogorak 25 Giant Snake 56 Kakarmi 84 Distribution of the Giant Squid 57 Kundi 85 Sentient Races Map 117 Humans & Giant Wolf 57 Ogron 85 Distribution of the Humanoids 26 Guanza 58 Patar (Redeemer) 86 Evil Creatures Map 118 Agent of Darkness 27 Hawk (& Aze) 59 Timeline of the Sentient Assassin 28 Horse 59 Undead 88 Races of Magnamund 119 Bandit 29 Itikar (and Veerok) 60 Aghast 89 Human Races of Bandit Leader 29 Javek 60 Akraa’Neonor 89 Magnamund 120 Bhanarian Imperial Guard 30 Kaga 61 Arisen 90 Distribution of Human Cener Druid 30 Khatuuz 61 Bone Golem 91 & Humanoid Races 121 Drakkar 32 Kolbjörn 62 Cabalah 92 Drakkar Nanrak 35 Lapillibore 62 Curseborn 92 Map of Magnamund 122 Gladiator 36 Lion 63 Deathgaunt 93 Index 124 Kitaezi Shaman 36 Lonoh 64 Ghost 94 Madmen 37 Lugon 64 Ghoul 94 Masbaté 38 Mammoth 65 Helghast 96 NomadSample 38 Mawtaw 65 Hollow Spider 98 file Paluk 39 Meresquid 66 Ixian Mhagani 98 3 Magnamund Menagerie This book catalogues some of the most famous and infamous monsters alive, so that each encounter will have something to creatures of Magnamund and presents them in an easy to use savour and be remembered for everyone involved. This book format for the Lone Wolf Adventure Game system. Additionally, also introduces some powerful new adversaries, such as Undead it provides evocative descriptions, histories, combat traits, and from Ixia, powerful warriors and sorcerers from foreign nations special rules relevant to each. such as the Sharnazim, the Cener Druids and the Shadakine Wytches, and fearsome Darkspawn that guard the fortresses of From an acquisitive Szall to a hideous Helghast, great care has the Darkords. been taken to make sure that the men and monsters represented here are accurate profiles of the ones that first appeared in Joe As well as being a fascinating read in its own right, this book Dever’s original gamebook series, replete with lots of extra provides the ultimate toolkit for the Narrator who needs to pull information that will enhance your understanding and enjoyment together an encounter scenario quickly, but is understandably of his unique creations. reluctant to compromise on quality for the sake of expedience. The book serves as a springboard for Narrators and Players The best and the worst of the wonderful world of Magnamund alike, with a special chapter devoted to the art of bringing these await you. Turn the page… if you dare! Sample file 4 Magnamund Menagerie Introduction New Traits ENDURANCE losses suffered by a Lurker are reduced by half. This represents their protected hiding places and skills at striking swiftly Burrow and fading away. Creatures with Burrow have the ability to swiftly dig through earth and stone, moving within the ground as easily as a fish might swim Ranged Combat in the ocean. By means of an equipped weapon or some innate power, this creature can attack its enemies at range Benefit: In addition to permitting passage where normal travel might be blocked, this trait allows a creature to Evade combat Benefit: This creature can engage in Ranged Combat as if it were without suffering any return attacks so long as it is in contact with armed with a bow. earth or stone. Aquatic creatures can gain a form of Burrow that simulates a swift swimming retreat called ‘deep dive’. Reach Whether by means of great size or through extending limbs, these Flight creatures can make physical contact at a considerable distance Capable of moving through the air, these creatures can use flight away from their bodies. to great advantage. Benefit: Creatures with Reach can manipulate objects and engage Benefit: Flying creatures can avoid dangerous terrain by flying over foes from Close range without moving. it. Flight allows a creature to move up to two range bands and still engage an opponent without needing to Charge. Stench There creatures produce an odour that is unnaturally unpleasant, Invulnerable possibly even harmful to those nearby. Either because of incredible resiliency, magical fortitude, or existing in an insubstantial form, this creature cannot be harmed normally. Benefit: Opponents in Melee with a creature that possesses Stench suffers a reduction to their Combat Score equal to the rating of the Benefit: This creature cannot suffer ENDURANCE loss from one Stench trait. This penalty ends when the opponent moves out of or more kinds of damage. The sources of harm are always listed in Melee. parenthesis after the Invulnerable trait. Some forms of Invulnerable only reduce damage; this will be noted in the specific Trait entry. Swift Possessed of great speed, either through natural skill or supernatural Iron Will power, Swift creatures can move at great speed and strike before Resistant to psychic attack and control, creatures with Iron Will fare most foes even know they are under attack. better in combat with psychic enemies than those without it. Benefit: Swift creatures can move a range band and engage in the Benefit: This creature is immune to Mindblast. This protection does same round without needing to Charge. They may also move up to not extend to more powerful forms of mental assault. (See Aegis two positions higher on the Order of Battle after the list has been for a better form of psychic defence.) If the creature has 25 or more determined. COMBAT SKILL, it is also immune to Psi-Surge. Trapper Lurker This creature has the ability to make the terrain around itself Lurkers are creatures that have a talent for staying still in one place, dangerous and impassible. This may be the result of skill or a usually under concealment and waiting for a chance to strike at benefit derived from some special power like webbing or exuding their prey. adhesive slime. Benefit: In ambush situations, creatures with Lurker go first in the Benefit: Any creature with the Trapper trait can prevent enemies OrderSample of Battle. In addition, during the first round of combat, any from Evading combat. file 5 Magnamund Menagerie In MS 3072, when the Darklords and their Nadziranim sorcerers descend through solid granite towards the blazing chasm floor of arrived on Magnamund, they brought with them a sinister power the Nengud-Kor-Adez. Within these chambers are the Spawning that had been bestowed upon them by the Dark God Naar; the power Pits which give life to myriad Darkspawn species. Each pit requires of Darkbringing. With this power they were able to create evil and varying amounts of birthing acids, raw energy and Right-handed corrupted lifeforms called Darkspawn. The process of Darkbringing magic to create differing types of Darkspawn. In MS 5000, under required the construction of large vats which contained birthing the supervision of the Nadziranim Breedmasters, led by Thulrash acids produced by the alchemy of the Nadziranim. To aggregate – a former minion of Archlord Vashna - a constant stream of the sludge-like birthing acids into complex life-forms, they had to Darkspawn is being created to swell the ranks of the Darklands’ be activated and stimulated by substantial charges of raw energy armies.
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