Multiplayer Game Book Magnamund Bestiary Written by Joe Dever & Darren Pearce Augmented by Vincent Lazzari file Edited by Matthew Sprange Layout & Graphic Design by Samantha Smith & Will Chapman Interior Illustrations by Rich Longmore le Cover Illustration by Ben Ellebracht mp Proofreading by Charlotte Law Sa A Mongoose Publishing Book Published by Mongoose Publishing Limited 52-54 Cricklade Road, Swindon, SN2 8AF With thanks to Jonathan Blake and all at Project Aon. Lone Wolf is a registered trade mark owned by Joe Dever. All rights reserved. This book is sold subject to the condition that it shall not, by way of trade or otherwise, be lent, resold, hired out, or otherwise circulated without the publishers prior consent in any form of binding or cover other than that which it is published and without a similar condition including this condition being imposed on the subsequent purchaser. Printed and bound in the USA by Mongoose Publishing. ISBN 978-1-907218-90-3 © Joe Dever (1984-2011) 1 Contents 3 Making the most of your Monsters 5 Mundane Creatures 9 Sentient Creatures 39 58 89 mp Undead le Humans & Humanoids file Introduction 102 Darkspawn - Creatures of Helgedad 119 Agarashi - Creatures of Darkness 146 Mutants 164 Extra-planar Creatures 193 Appendix 198 Index 199 Sa Elementals &Constructs 2 Introduction Sa mp le file This book catalogues some of the most famous and infamous creatures of Magnamund and presents them in an easy to use format for the Lone Wolf Multiplayer Gamebook system. Additionally, it provides evocative descriptions, histories, combat traits and special rules relevant to each. From an acquisitive Noodnic to a hideous Helghast, great care has been taken to make sure that the men and monsters represented here are accurate profiles of the ones that first appeared in Joe Dever’s original gamebook series, replete with lots of extra information that will enhance your understanding and enjoyment of his unique creations. The book also serves as a springboard for Game Masters, veterans and new players alike, with an opening chapter devoted to the art of bringing these monsters alive, so that each encounter will have something to savour and remember for everyone involved. There are some new creatures herein that perhaps you are not expecting to see, such as the clockwork constructs and the elementals. This book also introduces some powerful new adversaries, such as the mutants and the extraplanar creatures. As well as being a fascinating read in its own right, this book is the ultimate toolkit for the Games Master who needs to pull together an encounter scenario quickly but is understandably reluctant to compromise on quality for the sake of expedience. The best and the worst of the wonderful world of Magnamund awaits you… turn the page! 3 4 le mp Sa file Chapter One : Making the most of your Monsters mp le file You have settled down to run a game of Lone Wolf; you have the players, you have had an adventure or two and you have some good ideas beyond the ones that the introductory scenarios have presented so far. The time has now come for you to inject some new blood into your Lone Wolf games to keep the intrigue and excitement of Magnamund rich and rewarding for your eager players. Sa Creating Atmosphere Consider the tried and tested dungeon bash, where your players enter a cold chamber and face off against a vicious Helghast. They were expecting to find some deranged monk that they had heard about from rumours in the town of Ruanon but when finally they discover the man’s hidden lair, something does not quite feel right. They find him and a combat is about to commence. The players are all raring to go, when suddenly you say something like… ‘The monk is really a Helghast. It charges at you with its Bluefire spear raised.’ Well, to be honest, this is a bit of a letdown. Sure, it explains exactly what the creature is and what it is doing but when it comes to telling a story it leaves a whole lot to be desired. Consider for a few moments what this confrontation would be like if you had taken some time to build up the suspense. It would 5 file be a great deal more exciting for a start. Most modern horror movies succeed when they keep the main protagonist shrouded in mystery, showing tantalising glimpses of its dark malevolence but holding back from revealing the full horror of its purpose and its presence until the final few frames. It is this fear of the unknown that is so enticing. Well, the same is true of the best role-playing scenarios. Take this hypothetical Helghast encounter, for example. How much better it would be if you had embellished it a little with some creative narration. Much of the enjoyment that comes from reading the original Lone Wolf gamebooks is derived from their evocative descriptions of locations and characters. Let them be your guide to replicating the intrigue and suspense that is vital Sa mp le The cold chamber reeks of something deeply unpleasant. A mouldering skeleton lies on the bloodstained floor, with the lifeless body of a man in a torn brown robe slumped against the wall nearby. From out of the shadows emerges a tall figure, clad similarly in a plain brown robe, his face hidden from clear view by the folds of his raised hood. Slowly, very slowly, he pulls back the hood and you find yourselves staring at a face you have all seen before. His features are identical to those of the dead man lying in the corner of the room. Suddenly, the face begins to melt before your disbelieving eyes. The skin sloughs away from the skull to hang in burnt and tattered shreds and the eyes begin to glow with a chilling crimson fire. Fangs protrude from the lower jaw as it drops down to reveal a ghastly mouth, as black as an open grave. A ghastly shriek shatters the silence, moments before the hideous creature raises a spear of twisted iron and comes rushing towards you. The spear tip ignites into a ball of blue flame as he thrusts it towards your unprotected chest. 6
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