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"Death lurks in the eyes of the beholder.
Many are the stories of this creature's ferocity and unbridled power. Now, take a look inside the alien world of one of the most feared monsters in the AD&D® game in this visually stunning 96-page accessory. I Tyrant contains information on all beholders and beholder-kin including: detailed explanations of their deadly eye powers; an insight into beholder psychology; an explanation of the creatures' social organization; new magical items created specifically for beholders; and other useful game information on these deadly denizens of the planes. I Tyrant also comes with a poster that details in full color many known beholder types.
This lavishly illustrated book is the first in a lew series of accessories that focuses on some of the most popular monsters in the game. DMs and players alike will find this Monstrous Arcana™ accessory highly useful when playing Eye of Pain, Eye of Doom, and Eye to Eye, a trilogy of adventures centered around beholders."
1996 ... Aaron Allston ... 96 pages + beholder family poster ... TSR 9521 ... ISBN 0786904046
The Sea Devils
"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 the sahuagin."
1997 ... Skip Williams ... 96 pages + poster ... TSR 9539 ... ISBN 078690643X
"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 flayers 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 ... Bruce R. Cordell ... 96 pages ... TSR 9569 ... ISBN 0786912065
Eye of Pain
"Inside the woods near Burke's Crossing lurks a very real danger. It began as a sense of unease, a feeling of being watched. But now people are disappearing. The lumberjacks who have stayed in the little village talk of ghosts and other superstitions. Or at least they did - until a mysterious statue appeared in a clearing near the logging camp.
As if matters weren't strange enough, two mages have arrived and begun hiring armed guards to escort them into these very same woods. Is there a connection, or is it just coincidence? Either way, be prepared! You never know what's out there waiting...and watching."
1996 ... Thomas M. Reid ... 32 pages ... TSR 9522 ... ISBN 0786904054
Eye of Doom
"After hiring a group of brave adventures to help him "acquire" a beholder specimen, the mage Velinax disappears! Rumors blame an insidious thieves' guild called the Unblinking Eye for this turn of events. Why would the Unblinking Eye wish to "take care" of the mage? Why does the guild want to speak to anyone involved with Welinax? Finally, what dark goal does the guild truly intend to accomplish? Finding out the answers to these questions will lead doughty adventurers straight through the shadows of a crafty thieves' guild and onto the threshold of an even deeper and more dangerous darkness."
1996 ... Thomas M. Reid ... 32 pages ... TSR 9530 ... ISBN 0786904275
Eye to Eye
"Deep below the surface lies an ancient beholder city called Ilth K'hinax. In times past, hundreds of beholders called it home - until simmering rivalries within their society exploded into warfare. The few survivors fled, leaving the city deserted for hundreds of years. However, the story of Ilth K'hinax's glory was passed down from one generation of beholders to the next. Now, after countless years of self-imposed exile, the beholders are back!
After securing the city, the hive mother of Ilth K'hinax implemented a plan to wipe out all the beings living above it. Unfortunately for the beholders, several facets of the hive mother's plan have been revealed through the exploits of a part of adventurers. Now, this group of heroes must meet eye to eye with Ilth K'hinax's newest occupants in an effort to stop the hive mother's pernicious plan!"
1996 ... Thomas M. Reid ... 64 pages ... TSR 9536 ... ISBN 078690450X
"YOU SHOULD BE AFRAID OF THE WATER...
When the sun sinks low, the sea devils rise dripping from the dark waves. They swarm 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 seperately 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 ... Bruce R. Cordell ... 32 pages ... TSR 9542 ... ISBN 0786906782
Night of the Shark
"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 decks 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 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 ... Bruce R. Cordell ... 32 pages ... TSR 9550 ... ISBN 0786907185
Sea of Blood
"The deep sea holds many perils - some known, some secret, some merely hungry...and some evil. Those who live on dry land speak in whispers of the dreadful City of Abiding Hunger, where sea devils cavort in the court of their king, awful rites pay homage to a brutal shark god, and desperate refugees from above the waves dream of the sun they will never see again....
In Sea of Blood, adventurers attempt to overcome the mortal threats contained in the City of Abiding Hunger and the Throne of Teeth before finally coming face to face with their true enemy - the Deep Mother. Sea of Blood can be played as a stand-alone adventure, or it can serve as the finale of the sahuagin adventure trilogy that started with Evil Tide and continued in Night of the Shark."
1997 ... Bruce R. Cordell ... 64 pages ... TSR 9560 ... ISBN 078690772X
A Darkness Gathering
"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 grip.
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 agendas.
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 seperately, or they can be linked together to form a seamless, epic-length adventure."
1998 ... Bruce R. Cordell ... 32 pages ... TSR 9570 ... ISBN 0786912081
Masters of Eternal Night
"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."
1998 ... Bruce R. Cordell ... 32 pages ... TSR 9571 ... ISBN 0786912537
Dawn of the Overmind
"The illithids once ruled a mighty empire that strecthed 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 the 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 stand 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 ... Bruce R. Cordell ... 64 pages ... TSR 9572 ... ISBN 0786912111