Monstrous Arcana

The Sea Devils

Accessory

BY SKIP WILLIAMS

EVIL DENIZENS OF THE DEPTHS: THE SAHUAGIN.

    The sahuagin are known by many names. Some call them the Devil Men of the Deep; to others, they are simply the Sea Devils. This deadly race of aquatic beings has remained a mystery to surfacedwellers - until now. This fully illustrated 96-page accessory details the highly organized structure of sahuagin society, offers insight into the workings of the predatory sahuagin mind, and examines the worship of Sekolah, the dark sahuagin deity. The Sea Devils also includes a full description of a typical sahuagin village easily usable in any campaign setting, new spells that are granted to sahuagin priestesses, and a color poster detailing the sahuagin in all their variety.

    This book is the second in a series of accessories that focuses on some of the most popular monsters in the AD&D® game. DMs and players alike should also look for Evil Tide, Night of the Shark, and Sea of Blood, a trilogy of MONSTROUS ARCANA™ adventures centered around sahuagin.

© 1997 TSR, Inc.


Evil Tide

Adventure

For four to eight characters of levels 5-7

BY BRUCE R. CORDELL

YOU SHOULD BE AFRAID OF THE WATER . . .

    When the sun sinks low, the sea devils rise dripping from the dark waves. They swam like sharks, lethal and unstoppable. Death glints like a promise in their rabid eyes, and the blood of their prey paints their claws and teeth scarlet.

    Night after night they come, slaying all who stand in their way. Their sudden raids have devastated the island, bringing fishing and commerce to a halt as the people cower in their homes, dreading the next sunset. Desperate, the Potentate of Angleburg has sent for help from daring adventurers willing to face the devil men of the deep. But more secrets lurk beneath the waves: this is no passing attack but part of a more sinister, secret design by the most dangerous and capable race to inhabit the dark seas.

    Evil Tide is the first of an adventure trilogy (continuing with Night of the Shark and concluding in Sea of Blood) that pits brave adventurers against the evil race called "sahuagin" by the air-breathing races. The sahuagin adventure trilogy can be played separately or linked together to form a seamless epic-length adventure. The sahuagin trilogy supports Sea Devils, a MONSTROUS ARCANA™ source book providing invaluable, fascinating, and immediately applicable supplementary information.

© 1997 TSR, Inc.


Night of the Shark

Adventure

For four to eight characters of levels 6-8

BY BRUCE R. CORDELL

"WHEN THE STORM COMES IN WITH ITS

TEETH, TEETH, TEETH . . ."

Black clouds build on the horizon with supernatural swiftness as the light of day drains away like a guttering candle. As the wind screams and sea spray blinds the eyes, the masts splinter and the deck heels over, a plaything of the storm. A nightmare shark hunts the murky ocean for all that succumb to the hammer of the winds. Can anyone survive the Tempest of the Deep Mother?

Night of the Shark is the second part of an adventure trilogy featuring the evil sahuagin, deadly sea devils in pursuit of an ancient relic known only as The Stone Which Abides. This adventure can be played independently, or it can be linked together as part of the adventure series that began with Evil Tide and concludes with Sea of Blood.

© 1997 TSR, Inc.


The Illithiad

Accessory

For four to six characters of levels 7-9

by Bruce R. Cordell

Hungry Tendrils Stir in the Dark . . .

"Something's back
there!" he screamed.

I turned to look, and beheld
the incarnation of my fear
staring back.

A robed figure stood just out
of the light, but I could see
just enough to make out a
misshapen head from which
depended a writhing, coiling
cluster of slick tentacles.

As I opened my mouth to
give warning of the true
enemy, I felt a scratch across
the surface of my mind. . . .

The Illithiad is a visually stunning tome that details important information on mind flayers, their mental powers, and their dire plans to control the multiverse.

This "complete book of illithids" covers:

  • The anatomy and physiology of the mind flayer.
  • The terrible truth about the mind flayer life cycle.
  • Illithid-kin, undead mind flayers, and new 'flayer-kin monsters.
  • A balanced look at illithid psionic powers.
  • Illithid origins, history, theology, psychology, and society.
  • A detailed description of a typical mind flayer community.
  • Unique mind flayer psionic abilities and items.

The Illithiad is the third volume in the popular MONSTROUS ARCANA® game accessory series and is indispensable to DMs who want to add these terrifying creatures to their campaigns. The Illithiad supports the mind flayer adventure trilogy: A Darkness Gathering, Masters of Eternal Night, and Dawn of the Overmind.

©1998 TSR, Inc.


A Darkness Gathering

Adventure

by Bruce R. Cordell

"Put out the Sun; Darken the Light!"   -Illithid aphorism

I watched the early morning
sun dribble above the
horizon, only to have my
worst fears realized.  As I
looked on, something vast
and unseen took a monstrous
bite out of the sun, leaving
gaping teeth marks.  The
bloated red disc guttered
and spit, finally plunging
back below the horizon like
a wounded bird in flight,
dousing the plain in stygian
darkness. . . .  And I knew
what I had long suspected:
They had returned!
Something is very wrong in Stormport:  Corruption runs rampant among city officials, more and more people turn up missing every day, dark prophesies of Change convert new believers, and rumors persist of a demonic beast with a taste for human flesh that stalks the alleyways.  Worse yet, spring is overdue; winter refuses to relinquish its icy grasp.

Only one vile force could cause such chaos:  The illithids have risen up once again, ready to enslave the surface races.  Now, as never before, the world needs great heroes, mighty adventurers who will challenge the illithids' dark agenda.

A Darkness Gathering is the first of an adventure trilogy (continuing with Masters of Eternal Night and concluding in Dawn of the Overmind) that pits brave adventurers against the brain-eating mind flayers.  Dungeon Masters can run each individual adventure of the trilogy separately, or they can be linked together to form a seamless, epic-length adventure.

The illithid trilogy supports The Illithiad, a MONSTROUS ARCANA® supplement that provides invaluable supplementary information on mind flayers and their evil plans.

©1998 TSR, Inc.


Masters of Eternal Night

Adventure

by Bruce R. Cordell

"Rock, and dark, and time not passing."

I walk through darkness and a land frozen in the grip of winter.

Everywhere frigid gusts of wind send icy needles at my face.  I do not even flinch anymore; the pain reminds me that I yet live.  I can feel them - their alien thoughts twirling about my mind.  They wish me to serve, but I will not . . . not yet.

In Masters of Eternal Night, adventurers travel across a frozen landscape to stop the deadly mind flayers in their quest to extinguish the sun.  Deep in the secret heart of a snow-covered crater, the player characters must unearth an ancient alien object.  Only with its powers can the PCs hope to end the illithids' bid for ultimate domination.

This module is the second in a trilogy (originating with A Darkness Gathering and concluding with Dawn of the Overmind).  DMs can run this adventure by itself or link it with A Darkness Gathering and Dawn of the Overmind to form a seamless epic-length adventure spanning all three modules.  The illithid trilogy supports The Illithhiad, a MONSTROUS ARCANA® supplement that provides invaluable information on illithids and their vile purposes.

©1998 TSR, Inc.


Dawn of the Overmind

Adventure

by Bruce R. Cordell

A new age dawns . . . an age of terror!

They are close.  I can feel them even stronger, now.  It won't be long before the Masters come again.  I have waited for them, waited for their return.  Once they extinguish the Light, the true Dawn can begin.The illithids once ruled a mighty empire that stretched across many worlds.  These foul creatures enslaved or destroyed whole races in their quest for ultimate power - until a rebellion spread like fire on dry plains.  The mind flayer empire toppled, and the multiverse was freed from eternal servitude.

Now, a hundred suns burn toward extinction, their light stolen by the flayers to reinvent their past.  If the PCs do not stop the new dawn, the Dawn of the Overmind, the illithids will rule once again!  Following the clues left by their benefactor, the adventurers journey over a vast world of ancient ruins.  Buried deeply within these ruins lies an artifact of ancient illithid manufacture.  This item is all that stands between the illithids and their nefarious goal:  complete and utter domination.

Dawn of the Overmind is the third adventure in a trilogy (originating with A Darkness Gathering and continuing in Masters of Eternal Night).  It can be played alone or linked with the other two parts of the trilogy to form an epic-length adventure.  The illithid trilogy supports The Illithiad, a MONSTROUS ARCANA, supplement that contains invaluable information on every facet of illithid life, psychology, technology, and ability.

©1998 TSR, Inc.