D&D Basic Bestiary of Dragons and Giants.pdf

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Official Game Adventure
TSR LIBRARY
Idan SPRINGS road
Bestiary of Dragons and Giants
Table of Contents
Editor: Deborah Christian
Cover Artist: Larry Elmore
Interior Artist: Wanda Lybarger
Cartographers: Dennis Kauth and Ron Kauth
Typographer: Betty Elmore
How to Use This Book .................................................. 2
The HauntedHelm .................................................... 6
The Questing Barbarian ................................................ 9
Ravellia and the Dragon Eggs ........................................... 13
Trouble in Tall Stone Pass .............................................. 18
Thewizardinthe Woods .............................................. 21
TheTipoftheIceberg ................................................. 24
Krasniythe Red ...................................................... 27
The Feud of the Fire Giants ............................................ 3 1
TheDeludedDragon .................................................. 34
Prince Reynard and the Silver Staircase .................................. 39
Thyralax and the Ruby Amulet ......................................... 45
Isle of the Storm Giant ................................................. 5 1
Fangs Alot ........................................................... 56
The Pestiferous Castle of Bodor Sordstone ................................ 60
Dragon Statistics for Encounters ......................................... 60
O1987 TSR, Inc. All Rights Reserved.
DUNGEONS & DRAGONS, D&D, PRODUCTS OF YOUR
IMAGINATION, and the TSR logo are trademarks owned by
TSR, Inc.
ed to the book trade in the United States by F
nc., and In Canada by Random House of Cai
ed to the toy and hobby trade by regional dist
ed in the United Kingdom by TSR UK Ltd.
Landom
iada, Ltd
nbutors.
..
United States of America. Any reproduction or other
unauthorized use ofthe material or artwork contained herein is
prohibited without the express written consent of TSR, Inc.
.. _f the
TSR, Inc.
POB 756
Lake Geneva,
WI 53147
TSR UK Ltd.
The Mill, Rathmare Road
Cambrida CB1 4AD
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ISBN 0-88038-488-3
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geneva WI 53147
Distribut
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How to Use This Boo
This book is designed to provide the DM
with an interesting series of dragon and
giant encounters using the D&D@game
format. Adventures are stand-alone
encounters ranging from beginner’s to
master’s level.
Each mini-module is generic enough
to fit into any on-going campaign. Each
one is also long enough to occupy one or
two evenings of play. If the DM modifies
the adventure, he should be aware that it
is currently balanced for a particular
level of play, and changes must take this
factor into consideration.
How this Book
is Arranged
The adventures in this booklet are
arranged in order of difficulty based on
average player character party experi-
ence level, assuming five to six players
per party. If the DM has a low-levelcam-
paign, only the first few encounters
should be used until the players reach a
level where they can compete with the
difficult opposition presented in later
adventures.
If the campaign has higher-level play-
er characters and the DM wishes to use
the beginning quests, there are several
things that can be done to make the
adventure a challenging one for the play-
ers.
1.
Module Format
Each adventure has an introduction and
a set of encounters that lead the party to a
final, climactic encounter. To get the
maximum enjoyment out of each giant
or dragon encounter, the DM must be
thoroughly familiar with the material
before playing the adventure. The best
DMs take the time to highlight impor-
tant parts of each section so that none of
the exciting action is forgotten during the
give and take of the role-playing experi-
ence.
‘Ine rmporxance or
Morale
The morale score is presented for every
creature in this book. It should be a con-
stant consideration for the Dm in the
course of gaming, and is briefly reviewed
her1
7
war
ture
ster
av
mol
and
-.
b determine if an NPC or monster
its to run away, the DM uses the crea-
:)s Morale Score given with the mon-
’s description. Good morale indicates
rillingness to keep fighting; bad
-ale means the creature may panic
try to get away.
Uhen a hAnrale Cherl ;Q mereecnrv
-
Abbreviations
Abbreviations used in this book are as
follows.
when u A,LV.-
U UIIUU..
I“ necessary
I,
the DM rolls 2d6. If the result is greater
than the creature’s Morale Score, the
creature tries to stop the fight or attempts
to get away. If the result is less than or
eaual to the Moral Score. the creature
PC: Player Character
NPC: Non-Player Character (run by
the Dungeon Master)
DM: Dungeon Master
ST Strength
IN: Intelligence
WS: Wisdom
DX: Dexterity
CN: Constitution
CH: Charisma
AC: Armor Class
HD: Hit Dice
hp: hit points
d: type of dice
D: Damage
MV: Movement Rate
#AT: Number of Attacks
Save: Saving Throw Cla
C: Cleric
M: Magic-User
T: Thief
D: Dwarf
E: Elf
H: Halfling
ML: Morale
AL: Alignment
XP: Experience Points
cp: copper pieces
sp: silver pieces
ep: electrum pieces
gp: gold pieces
pp: platinum pieces
co
lntinues to fight.
Checks are not made for
creatures
with scores of 2 or 1 Z. P or creatures with
scores from 3 to 11, a Morale Check is
made twice after combat begins.
1. When the creature is first hit, taking
more hit points of damage.
he creature is reduced to one-
of its starting hit points.
there are groups of creatures,
: is also chec
..
-
^^
1-
:ked under the
ices:
t death on eit
..I
fol-
circumstan
Len the firs her
: occurs (eimer monster or
racter party),
Len half of tk
Raise all the hit points of the mon-
sters to their maximum. The num-
ber of creatures encountered might
also be doubled or tripled to increase
the danger of combat.
Add some traps or encounters that
are appropriate to the DM’s cam-
paign world. These experiences
should be more than just hack-and-
slash meetings. Each one should
present the party with some useful
information about the “grand
finale” of the adventure.
It is possible to combine a giant and
a dragon encounter of low level in
one gaming session.
magically
:ep or controlled, etc.
1 may decide to adjust a
-..ick by a penalty of + 2 or + 1,
no adjustment nr i) bonus nf - 1 nr - 2
on the roll.
If a creat 2ke
the Morale UIICLK, IL UL Lllcy will LIY to
get away from battle. If an intelligent
creature surrenders, it will usually offer
treasure as payment for its life.
free to act, LLU,
le monsters ar
r;ll,d magically
.e
2.
ure or creatures fail to m;
r--L--l- :* -- *I.--. ... :11 A___
3.
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