Sample file Advanced Dungeonsj^pragons OFFICIAL GAME ACCESSORY THE LORDS OF DARKNESS Table of Contents INTRODUCTION 2 Tales From Beyond the Grave 4 Skeletons 4 Ghouls and Ghasts 15 Wights 22 Shadows 29 Mummies 34 Vampires 42 Ghosts 51 Spectres 59 Iich 67 The Night Gallery 76 A Mundane Guide to Sample file 85 The Lords of Darkness 92 Credits: Authors: Ed Greenwood (Introduction, Lich, Mundane Guide, ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, Lords of Darkness), Deborah Christian (Skeletons, Shadows, DRAGON, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are trademarks Spectre), Michael Stackpole (Zombies), Pauljaquays (Ghouls owned by TSR, Inc. and Ghasts, Mummies), Steve Perrin (Wights), Vince Garcia Distributed to the book trade in the United States by Random House, Inc., and in (Vampires, Ghosts), Jean Rabe (Vampires). 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. Editing: Scott Martin Bowles This material is protected under the copyright laws of the United States of America. Any Project Coordinators: Bruce A. Heard, Karen S. Boomgarden reproduction or unauthorized use of the material or artwork presented herein in prohibited without the express written permission of TSR, Inc. Cover Art: Jeff Easley Interior An: Karl Waller ° 1988 TSR, Inc. All Rights Reserved. Printed in U.S.A. Cartography: Dave LaForce ISBN 0-88038-622-3 Typography: Kimjanke $8.95 US Keylining: Stephanie Tabat 9240 924OXXX15O1 TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva, Cambridge CB1 3LB TSR, Inc. WI 53147 PRODUCTS OF YOUR IMAGINATION™ England INTRODUCTION AND DMING UNDEAD With a final sharp, splintering sound, DMs devising their own undead adven- of shuffling zombies chill farmers and the door gave way. The warriors forced tures. merchants alike late at night around it aside and peered into the dimness "The Night Gallery" details the main dying hearth fires. beyond, blades drawn. character or creature of each adven- Some undead are clearly evil, They beheld a dark, littered chamber, ture and is useful in planning a series of directed or created by or allied to dark silent and dead. Dust lay thick every- encounters. powers. Others are just as clearly neu- where. Though there were no traces of It is followed by "A Mundane Guide to tral, and the intelligent undead have anyone having come there, an old man Wards vs. Undead, Spirits, and Other proven time and again that they are sat in its midst, sucking a pipe and hum- Entities," which explores the magic and capable of all the emotions and align- ming into his beard as he regarded lore of dealing with undead. Some lore ments of their living counterparts: them levelly. will be "common knowledge" (readable treachery, suspicion, friendship, honor, "And who are you, graybeard?" to players), and more can be revealed and even kindness. There are benign demanded the foremost man-at-arms, by consulting veteran adventurers, undead who warn or aid travelers as approaching warily. In reply, the old sages, or crumbling tomes. Much well as those who kill the living. What- man spoke a word of power that smote should be learned only by trial and ever causes undead to come into exist- their ears with a clap of thunder. His error, during combat. ence (spell, natural process, divine challenger staggered back as if dazed, "The Lords of Darkness" section deed, or unknowable mystery) are dropping blade and shield with a clang- presents new spells for "necromancers" strong in the Realms; there are a LOT of or. (those mages who specialize in working undead. "My name, despoilers of tombs," he with undead). They are fully compati- said in a deep, rolling voice, "is Elmin- ble with the spells in other AD&D® DMfng Undead ster. I sit in this crypt to be with my game rulebooks, and are recommended friends. You will leave them, and you as rare and mysterious magics, not Most DMs use undead for their memo- will leave me—NOW." And he rose, eyes spells widely known and available. Cler- rable, fearsome nature and their flashing. The men turned and, with one ical equivalents may be devised in unique powers, which can sorely test accord, fled. accordance with the deities of individ- low-level player characters. How The old man chuckled, sighed, and ual campaigns. undead are handled in battle is of para- sat down again. "You were saying?" he mount importance; while the mindless prompted the darkness. And the dark- nature of lesser undead allows a DM to ness answered. UndeaSampled in the file rescue foolish PCs from battlefield folly, Undead are among the most vividly Forzgotten ReaJras too often, more powerful undead are handled in as mindless a manner. chilling monsters in AD&D® game cam- Although this sourcebook is set in the paigns, from awesome vampires to FORGOTTEN REALMS™ fantasy world, Consider a lich, for example: a mage silent, purposeful skeletons. Many DMs need not have other Realmslore or cleric so thirsty for immortality as to adventurers have battled wraiths and (such as the campaign set) if they wish try to cheat death, and already power- cut their way through zombies; DMs to set these adventures in different fan- ful at magic. All too often a lich is played wanting to give players more such tasy campaign settings. For those by the DM as a being who suddenly excitement will find adventures aplenty whose campaigns are set in the Realms, throws a paramount instinct for surviv- here. Everyone has fears and gruesome a few notes will help in planning fur- al beyond death away, to stand and images of the undead; may you find ther undead adventures. trade spells with a band of adventurers. more in these pages. Liches should be cunning and elusive- Many types of undead are known in why be destroyed when one can slip This sourcebook begins with intro- the Realms, including sorts not in the ductory notes on the nature and han- away to strike again another night? official AD&D game rules; boars, What's the hurry, what's time, to a lich? dling of undead. "Ikies From Beyond horses, wolverines, and even owlbears the Grave" then presents 10 complete have been reported. There are also The DM should always have a clear adventures. Each highlights a "classic" undead animated by mages, such as idea of what encountered undead are undead type, with the challenges rising crawling claws and dracoliches (see trying to accomplish, from skeletons or as one proceeds to the later scenarios. DRAGON® Magazine issue Nos. 32 and zombies mindlessly seeking to slay, to a DMs should modify these as necessary 110), little known in other worlds. vampire or lich defending a trap-filled to better integrate them into campaign Undead are a recognized fact of exist- lair. Why defend such a lair? play. ence in the Realms, much feared and lit- The lich's lair presented in this book "Creature Notes" accompany each tle understood. Many gory tavern tales has a purpose: Alokkair is trying to adventure. These studies of the fea- about liches and vampires and armies strip greedy adventurers of all the mag- tured undead are particularly useful to ic (and valuables which can buy more magic) he can. A vampire or spectre result in a loss of character experience. silent, non-attacking grim reminders of may try to separate individuals from a • Temporary paralysis with no sav- long-ago battle valor, or guard family party with pit traps and the like, so as to ing throw, either complete or partial, crypts and the resting places of heroes. drain them at leisure, and gain undead thereby preventing spell-casting, climb- Other undead are of the sorts followers. ing, picking locks, and giving a - 2 pen- described in the AD&D® game rules: All intelligent undead will have aims alty to AC and attacks, for ldl2 + 10 dangerous monsters that must be (even if they are insane ones, or whim- rounds; curable. fought. There are vampires in the sies to entertain them). The "natural" • Loss of all experience gained back Realms who command small armies of creation of greater undead seems to the minimum required for the char- undead, and liches who rule entire cit- related to strength of purpose and acter's current level. ies or underground realms. character, so thinking undead without • Immediate loss of consciousness, But vampires have helped travelers something to do (beyond exulting in kill- loss of 2d6 hit points, plus a permanent and battlefield survivors. Liches have ing and mayhem) should be rare. loss of 1 hit point per drain attack, plus trained, advised, or chatted amiably A vampire or lich that clashes with possible loss of currently memorized with adventurers. Skeletons have player characters many times to spells. marched out of crypts in besieged cities become a behind-the-scenes personal • Loss of ability points at random; to snatch up children—their foe is far more memorable, frightening, character must save vs. poison to see if descendants—and bear them to safety. and satisfying to defeat than an undead each loss is permanent. The great paladin Ralgorax, the menace seen for only an instant before • Permanent withering of touched "Sword of Tyr," in the dead of night PCs let fly with all their firepower. AD limb (limited wish or wish notwith- roused the sleeping northern village too often, undead are defeated with standing), or bestowal of a disease of where he had been born, riding his boring ease, when a wily vampire severe, chronic nature. charger down its streets and banging would become gaseous and escape, • Bestowal of minor permanent his great sword against his shield.
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