#Monstrous Compendium 11
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"High above the mountains and rocky hills of most lands flies a sharp-eyed monster known as the peryton. Intelligent, patient, and malevolent, it waits for prey whose heart it might pluck out." (AD&D 2e Monstrous Compendium 11: Forgotten Realms Appendix, TSR, 1991 -- Looks like this one is by Mark Nelson.) Though the peryton was first described in the 1950s, most early illustrations depict a noble-looking creature that could have stepped out of medieval heraldry. This one appears much more dangerous, a viciously fanged diving raptor. The 2e text finally mentions the peryton's human shadow, shown in the 1e Monster Manual but not described there.
#D&D#Dungeons & Dragons#Mark Nelson#Monstrous Compendium#Forgotten Realms#Monstrous Comendium 11#Monstrous Compendium Forgotten Realms Appendix#dnd#Jorge Luis Borges#Dungeons and Dragons#monster#TSR#AD&D#D&D 2e#AD&D 2e
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Bekkah

"Alien Cat, step 2" © Cary Narveson, accessed at their ArtStation page here
[The bekkah seems to only appear in the Creature Catalogue, not having come from a Basic D&D adventure nor being reprinted in the Mystara Monstrous Compendium later on in AD&D. It's also not entirely clear what it looks like; the text just refers to it being black, but there's a picture of a sabertooth lynx with the Big Cat entry that might be it, or might just be the giant lynx. The third eye is unique to the art I'm using, but it fits in well with me giving it greensight, inspired by the medieval bestiary lynx being able to see through solid objects. As is often the case for big cat monsters, the damage is high for a creature of its CR; I compensated by bringing down the AC.]
Bekkah CR 11 LN Magical Beast This great black cat is the size of a bear, with a short tail, long ears and oversized paws. It has eerie gray eyes, a third of which sits in the center of its forehead.
The bekkahs are supernatural black-furred felines native to the deepest jungles. They are apex predators, and do not brook intrusion into their territories by other large carnivores. Humanoid hunters are tolerated as long as they do not overhunt, and they pay the bekkah proper deference. This deference is usually in the forms of offerings of meat, although especially desperate or evil societies may do so through humanoid sacrifice. Bekkahs do not go out of their way to hunt humanoids, but are willing to consider them prey.
A bekkah’s combat style does not differ much from those of mundane big cats. They stalk prey and attack from ambush, grabbing their foes in their enormous paws and tearing with claws and teeth. The special offense of the bekkah is in its roar, which carries supernatural fear. A creature that hears a bekkah may be rooted to the spot, unable to flee and thus singled out for a brutal pounce. Bekkahs do not kill needlessly, and if attacked by a party may kill one as a warning to the rest and then retreat with the body to feed.
A bekkah is rarely found unless it wants to be; they are very difficult to track and have magical defenses against divinations. They usually lair in the densest vegetation, which they can pass through without difficulty, anywhere from tangles of roots to the canopies of large trees. Their territories are demarcated with scent marking, deep grooves carved in tree trunks, and oversized paw prints left on trails. Bekkahs are solitary, with males leaving their territories every several years in order to find a mate. Females are good mothers, raising one or two cubs for three years before they leave to find their own territories.
Bekkahs speak Sylvan, but have little to say except to fey creatures and to each other.
Bekkah CR 11 XP 12,800 LN Large magical beast Init +8; Senses darkvision 60 ft., greensight 60 ft., low-light vision, Perception +17, scent
Defense AC 23, touch 13, flat-footed 19 (-1 size, +4 Dex, +10 natural) hp 138 (12d10+72) Fort +13, Ref +12, Will +9 DR 10/magic; Immune fear, paralysis; SR 27 vs. divinations Defensive Abilities elusive
Offense Speed 50 ft. Melee 2 claws + 19 (1d10+8 plus grab), bite +19 (2d8+8) Space 10 ft.; Reach 5 ft. Special Attacks pounce, rake (2 claws +19, 1d10+8), roar
Statistics Str 27, Dex 19, Con 21, Int 6, Wis 16, Cha 16 Base Atk +12; CMB +21 (+25 grapple); CMD 35 (39 vs. trip) Feats Ability Focus (roar), Improved Critical (bite), Improved Initiative, Iron Will, Skill Focus (Stealth), Toughness Skills Acrobatics +14 (+22 when jumping), Climb +18, Perception +17, Stealth +13 (+25 in forests); Racial Modifiers +4 Acrobatics, +4 Climb, +8 Perception, +4 Stealth (+12 in forested environments) Languages Sylvan SQ woodland stride
Ecology Environment warm forests Organization solitary or pair Treasure incidental
Special Abilities Elusive (Su) A bekkah gains a +20 bonus to the DC to follow its tracks, and is treated as being under the effects of a nondetection spell as a supernatural ability. Roar (Su) As a standard action once every 1d4 rounds, a bekkah can unleash a terrible roar. All creatures within 120 feet must succeed a DC 21 Will save or be shaken and unable to move from its current space for 2d4 rounds. A creature that succeeds this save is immune to the roar of that bekkah for the next 24 hours. This is a mind-influencing fear effect, and the save DC is Charisma based. Woodland Stride (Su) A bekkah’s movement is not impeded by natural vegetation.
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Unleash Your Strategy Skills with ZEPHON in 2024

ZEPHON post-apocalyptic 4X strategy game that is due to make its way onto Linux and Windows PC this year. Thanks to the creative minds at Proxy Studios. And all due to make its way onto Steam. ZEPHON begins as humanity has emerged from chaos into a ruined world. Everything we once knew — cities, forests, seas, mountains — has been blasted beyond recognition. Mutated animals now hunt in packs through twisted landscapes. While old military robots wonder aimlessly, their sensors and logic blown. Alien soldiers, once powerful, now hide in the wrecks of their ships, praying for rescue from gods who aren’t listening. In ZEPHON, you control the survivors of humanity on Linux in a near future apocalypse brought on by aliens. Work between the monstrous Voice and the cold machines. This game also blends city management, turn-based combat, and unholy research. There are also diplomatic moves and branching story quests. So gather allies and make smart choices. Since you can play in single-player, online PvP, LAN PvP, shared / split screen PvP, online co-op, LAN co-op, and shared / split screen co-op on Linux. All thanks to the developer of Warhammer 40,000: Gladius. On Earth, once a cradle of life, humanity faces extinction.
BATTLE
Get ready for intense turn-based 4X strategy, playable solo or with friends.
You can command over 50 unique units. Since each has its own look, voice, weapons, and abilities.
Plan your build orders across three paths — Human, Voice, and Cyber — or mix them up in unique ways.
Use tactical operations in ZEPHON, such as interference protocols. Also, hymns of decay and even nukes to gain an edge.
All battles happen on the main map, so no need to switch modes or auto - resolve lengthy fights.
Use leader abilities in multiplayer to team up or go against friends.
BUILD
Turn your bases into sprawling cities as you expand your territory.
Build and grow cities in ZEPHON by placing buildings on tiles — everything needs space.
Manage an empire - wide economy with 11 resources. Due to let you specialize cities based on location.
Each building has a unique look across three architecture styles to match your path.
Fortify key points to keep enemies at bay — sometimes defense is your best bet.
ZEPHON 4X strategy Gameplay Trailer
youtube
EXPLORE
Explore the destroyed Earth and uncover its deadly secrets.
Discover dozens of terrain features across six climates — flesh trees, microchip factories, sandstorms, volcanoes, and more.
Create a new post-apocalyptic world with cliffs, ruins, and twisted woodlands. One also full of violent wildlife and NPCs with their own agendas.
Hunt packs of mutated animals for rewards, capture outposts, and expand your reach turn by turn.
RESEARCH
Survive in ZEPHON by making strange new findings.
Unlock over 150 technologies across 10 tiers — units, buildings, operations, weapons, abilities, and bonuses.
Advance from survival to a blend of magic and cyberpunk. Due to reach transhumanism.
See each unit upgrade on the model — equip units with cruise missiles, tunneling nails, shields, and more.
Read clear tooltips and browse the in-game compendium for exact info. So no need to search the web.
NEGOTIATE
Diplomacy is key to survival — your enemies are always watching.
Roleplay with AI opponents in diplomatic encounters — each with their own likes and dislikes.
Make peace, trade, form alliances, or stir up trouble between friends.
Choose sides—deal with ZEPHON, Acrin, and Reaver NPC factions.
DECIDE
Your leader and path choices will decide who survives in Earth’s wreckage.
Guide your empire through multi-stage events—nightmares, cries for help, and economic crashes all need attention.
Uncover your leader’s backstory through their unique quest chain—complete it for a permanent reward.
Play a crucial role in deciding if humanity, machines, or horrors prevail—the fight between ZEPHON and Acrin rages on.
Resolve the prophecy that brought Acrin to Earth to unlock new game modifiers—history repeats itself.
While most of the 4X strategy gameplay is complete, Proxy Studios is focusing on polishing effects and the end game for ZEPHON. Also, instead of the title releasing in Q3, the window is now Q4 2014 via Steam. As a fan of Warhammer 40,000: Gladius, I'm looking forward to the release on Linux and Windows PC.
#zephon#4x strategy#post-apocalyptic#linux#gaming news#proxy studios#ubuntu#windows#pc#proxy engine#Youtube
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DND Gnome History
So as the theme of the night is DND Gnomes might as well talk about their history in DND! Thank you Wiki for this!
In the Dungeons & Dragons fantasy role-playing game, gnomes are one of the core races available for play as player characters.[1] Some speculate that they are closely related to dwarves; however, gnomes are more tolerant of other races and of magic, and are skilled with illusions.[1] Gnomes are small humanoids, standing 3–3.5 feet (91–107 cm) tall.
Dungeons & Dragons
The gnome first appeared in the original 1974 edition of Dungeons & Dragons,[2] and in its second supplement, Blackmoor (1975).[3]
Advanced Dungeons & Dragons 1st edition
The gnome appeared as a player character race in the original Player's Handbook (1978).[4][5] The gnome also appeared in the original Monster Manual (1977).[6] A new gnomish subrace, the deep gnome (svirfneblin), was presented as a character race in the original Unearthed Arcana (1985).[7] Another gnome subrace, the tinker gnome (minoi), focused on building mechanical devices, was presented in Dragonlance Adventures. The humorous Solo Quest adventure Gnomes-100, Dragons-0 featured these gnomes in their resistance against the dragon army of Takhisis.[8]
Gnomes were originally introduced to Dungeons & Dragons as a new alternative to dwarves, elves, and halflings.[9][10] They were developed from mythology from a number of different sources, originally being a bearded, short race similar to halflings and dwarves. The gnome's niche in play was made magical, to separate it from the more warrior-like dwarf and the more rogue-like halfling.[11]
Dungeons & Dragons (Basic/BECMI)
The gnome appeared in the Dungeons & Dragons Basic Set as a "monster". The gnome appeared as a player character class in Top Ballista (1989).
Advanced Dungeons & Dragons 2nd edition
The gnome appeared as a character race in the second edition Player's Handbook (1989).[12] The gnome also appeared in the Monstrous Compendium Volume One (1989).[13] Four gnomish races – forest, rock, tinker, and deep (svirfneblin) – were detailed as player character races in The Complete Book of Gnomes and Halflings (1993).[14]
Dungeons & Dragons 3rd edition
The gnome appeared as a character race in the third edition Player's Handbook (2000),[15] and in the 3.5 revised Player's Handbook.[16] Gnomes were detailed for the Forgotten Realms setting in Races of Faerûn (2003).[17] Gnomes were one of the races detailed in Races of Stone (2004).
Throughout D&D history, up to and including the third edition Player's Handbook, spellcaster gnomes were either illusionists or had illusionist as their favored class.[18][19] However, in Dungeons & Dragons v.3.5, gnomes' favored class has been changed to bard, as the favored class of "illusionist" was a subset of the wizard class. The wizard favored class was also already used by elves. In D&D v.3.5, gnomes are inventors and alchemists who love pranks and excel at engineering. The tinker gnomes of Dragonlance are mechanically skilled, though their devices are quite prone to backfiring. It has been suggested that gnomes be given the Eberron class artificer as a favored class, due to their technical aptitude.
Dungeons & Dragons 4th edition
Gnomes appeared in 4th edition as a player character race in Player's Handbook 2 (2009).[20] The gnome appeared in the Monster Manual (2008).
Dungeons & Dragons 5th edition
The gnome was included as a player race in the 5th edition Player's Handbook (2014).[21] Two subraces were introduced with it: the forest gnome and the rock gnome. The Player's Handbook connects the rock gnomes to the tinker gnomes of the Dragonlance setting.
The deep gnome (svirfneblin) is also referenced in the Player's Handbook, and is fully detailed in the 5th edition Monster Manual (2014).[21][22] The Elemental Evil Player's Companion (2015) presents the deep gnome as a player race.[23]
Subraces
Gnomes in Dungeons & Dragons have been further divided into various subraces:
Rock gnomes are the standard gnome subrace of Third Edition. They live in burrows beneath rolling, wooded hills.
Tinker gnomes are the common gnomes of the Dragonlance campaign setting. In that fictional universe, they dwell in the Mount Nevermind in the world of Krynn.
Svirfneblin, or deep gnomes, dwell in cities deep underground. They are more dangerous than the common rock gnome.
Forest gnomes are smaller than rock gnomes. They are a shy, secretive folk, living deep in wooded areas.[24] Friends to animals, forest gnomes have a racial ability that allows them to speak with small animals.
River Gnomes are graceful and quick. They live in homes dug into the side of riverbanks and speak with river dwelling animals in place of burrowing mammals. They are non-magical but gain +1 to initiative and are proficient swimmers.
Arcane Gnomes are city dwellers. They generally keep to a small community within a larger city. Arcane gnomes are focused on the pursuit of knowledge making their populace, in large part, over-eager inventors or wizards.[25]
Chaos gnomes are the most flamboyant gnomes. Brightly colored and rare, they are strongly inclined towards chaos, as their name suggests.[26]
Whisper gnomes lack the jovial outlook of other gnome races. Sly and suspicious, they are creatures of stealth.[26]
Ice gnomes dwell in the region of Frostfell in the Eberron campaign setting
Fire gnomes live on Bytopia, on the Outer Planes, where they help Flandal Steelskin, the Gnomish god of metal and crafting, in his work.
Sky gnomes appear in the Creature Crucible Top Ballista PC2 published in 1989. They are cunning engineers living in the flying city Serraine above the World of Mystara.
In the Forgotten Realms campaign setting, gnomes are also known as the "Forgotten Folk".
Society
Gnome society had changed greatly over the different editions of Dungeons & Dragons. In the first edition, they were portrayed as intensely curious and intellectual, keeping in theme with their spell-casting niche, with an interest in gemstones.[18] They typically lived in hills, and acted as intermediaries between dwarves, elves, and halflings.
In the second edition, gnomes received further background. According to The Complete Book of Gnomes and Halflings,[27] gnomes have an intricate society based on their love of all kinds of arts, pranks, and their long lives. Their society is based on art; all gnomes must take up some form of art whether music, painting, cooking, building, or any other form that is considered creative by the time they come of age.
Gnomes are naturally friendly, highly social and fun loving people. They are respected by Elves for their communion with nature and knowledge of arcane magic, admired by Halflings for their humor, and sought out by Dwarves for their gemcutting skills.
Religion
Garl Glittergold was created by James M. Ward and first appeared in the "Nonhuman Deities" chapter of the original Deities and Demigods (1980) as the god of gnomes.[28]Roger E. Moore detailed several additional gnomish gods in his article "The Gods of the Gnomes" in Dragon #61 (May 1982), including: Baervan Wildwanderer, god of adventure and thieves; Urdlen ("The Crawler Below"), god of evil; Segojan Earthcaller, god of earth and nature; and Flandal Steelskin, god of metalworking;[29] these four newer gods also appeared in the original Unearthed Arcana (1985).[30]
All five of these deities were detailed for Advanced Dungeons & Dragons second edition in the book Monster Mythology (1992) by Carl Sargent, including details about their priesthoods; this book also introduced additional gods including: Baravar Cloakshadow, god of illusions, protection, and deception; Gaerdal Ironhand, god of protection, vigilance, and combat; and Nebelun (The Meddler), god of inventions and good luck.[31] All of these gods also received a very detailed description for their roles in the Forgotten Realms in Demihuman Deities (1998).[32]
Further reading
Tresca, Michael J. (November 2010). The Evolution of Fantasy Role-Playing Games. McFarland. pp. 34–36, 140–141. ISBN 978-0786458950.
Bowman, Sarah Lynne (May 2010). The Functions of Role-Playing Games. McFarland. pp. 151, 165–166. ISBN 978-0786447107.

So I hope you enjoyed the in depth DND knowledge about gnomes! Link to the gnome article below!
https://en.wikipedia.org/wiki/Gnome_(Dungeons_%26_Dragons)
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The 2019 Locus Award nominees: your guide to the best sf/f of 2018

Locus Magazine has published its annual Locus Award finalists, a shortlist of the best science fiction and fantasy of the past calendar year. I rely on this list to find the books I've overlooked (so. many. books.). This year's looks like a bumper crop.
Now that the finalists have been announced, Locus subscribers and others can cast their votes; the awards will be presented in Seattle during a weekend-long event that runs June 28-30, MC'ed by Connie Willis.
SCIENCE FICTION NOVEL
Record of a Spaceborn Few, Becky Chambers (Harper Voyager US; Hodder & Stoughton)
The Calculating Stars, Mary Robinette Kowal (Tor)
If Tomorrow Comes, Nancy Kress (Tor)
Revenant Gun, Yoon Ha Lee (Solaris US; Solaris UK)
Blackfish City, Sam J. Miller (Ecco; Orbit UK)
Embers of War, Gareth L. Powell (Titan US; Titan UK)
Elysium Fire, Alastair Reynolds (Gollancz; Orbit US)
Red Moon, Kim Stanley Robinson (Orbit US; Orbit UK)
Unholy Land, Lavie Tidhar (Tachyon)
Space Opera, Catherynne M. Valente (Saga)
FANTASY NOVEL
Lies Sleeping, Ben Aaronovitch (DAW; Gollancz)
Foundryside, Robert Jackson Bennett (Crown; Jo Fletcher)
The Monster Baru Cormorant, Seth Dickinson (Tor)
Deep Roots, Ruthanna Emrys (Tor.com Publishing)
Ahab’s Return, Jeffrey Ford (Morrow)
European Travel for the Monstrous Gentlewoman, Theodora Goss (Saga)
The Mere Wife, Maria Dahvana Headley (MCD)
The Wonder Engine, T. Kingfisher (Argyll Productions)
Spinning Silver, Naomi Novik (Del Rey; Macmillan)
Creatures of Want and Ruin, Molly Tanzer (John Joseph Adams)
HORROR NOVEL
In the Night Wood, Dale Bailey (John Joseph Adams)
Unlanguage, Michael Cisco (Eraserhead)
We Sold Our Souls, Grady Hendrix (Quirk)
Coyote Songs, Gabino Iglesias (Broken River)
The Hunger, Alma Katsu (Putnam; Bantam Press UK)
The Outsider, Stephen King (Scribner; Hodder & Stoughton)
The Listener, Robert McCammon (Cemetery Dance)
Cross Her Heart, Sarah Pinborough (HarperCollins UK/Morrow)
The Cabin at the End of the World, Paul Tremblay (Morrow; Titan UK)
Tide of Stone, Kaaron Warren (Omnium Gatherum)
YOUNG ADULT BOOK
The Gone Away Place, Christopher Barzak (Knopf)
The Cruel Prince, Holly Black (Little, Brown; Hot Key)
The Belles, Dhonielle Clayton (Freeform; Gollancz)
Tess of the Road, Rachel Hartman (Random House)
Dread Nation, Justina Ireland (Balzer + Bray)
Cross Fire, Fonda Lee (Scholastic)
The Agony House, Cherie Priest & Tara O’Connor (Levine)
Half-Witch, John Schoffstall (Big Mouth House)
Impostors, Scott Westerfeld (Scholastic US; Scholastic UK)
Mapping the Bones, Jane Yolen (Philomel)
FIRST NOVEL
Children of Blood and Bone, Tomi Adeyemi (Henry Holt; Macmillan)
Semiosis, Sue Burke (Tor)
Armed in Her Fashion, Kate Heartfield (ChiZine)
The Poppy War, R.F. Kuang (Harper Voyager US; Harper Voyager UK)
The Quantum Magician, Derek Künsken (Solaris US; Solaris UK)
Annex, Rich Larson (Orbit US)
Severance, Ling Ma (Farrar, Straus, Giroux)
Witchmark, C.L. Polk (Tor.com Publishing)
Trail of Lightning, Rebecca Roanhorse (Saga)
Empire of Sand, Tasha Suri (Orbit US; Orbit UK)
NOVELLA
The Black God’s Drums, P. Djèlí Clark (Tor.com Publishing)
The Tea Master and the Detective, Aliette de Bodard (Subterranean)
“Umbernight“, Carolyn Ives Gilman (Clarkesworld 2/18)
Black Helicopters, Caitlín R. Kiernan (Tor.com Publishing)
Time Was, Ian McDonald (Tor.com Publishing)
Gods, Monsters, and the Lucky Peach, Kelly Robson (Tor.com Publishing)
The Freeze-Frame Revolution, Peter Watts (Tachyon)
Artificial Condition, Martha Wells (Tor.com Publishing)
Rogue Protocol, Martha Wells (Tor.com Publishing)
The Descent of Monsters, JY Yang (Tor.com Publishing)
NOVELETTE
“The Donner Party”, Dale Bailey (F&SF 1–2/18)
“Okay, Glory”, Elizabeth Bear (Twelve Tomorrows)
“No Flight Without the Shatter“, Brooke Bolander (Tor.com 8/15/18)
The Only Harmless Great Thing, Brooke Bolander (Tor.com Publishing)
“The Last Banquet of Temporal Confections“, Tina Connolly (Tor.com 7/11/18)
“An Agent of Utopia”, Andy Duncan (An Agent of Utopia)
“Queen Lily“, Theodora Goss (Lightspeed 11/18)
“Nine Last Days on Planet Earth“, Daryl Gregory (Tor.com 9/19/18)
“Quality Time”, Ken Liu (Robots vs Fairies)
“How to Swallow the Moon“, Isabel Yap (Uncanny 11–12/18)
SHORT STORY
“The Secret Lives of the Nine Negro Teeth of George Washington“, Phenderson Djèlí Clark (Fireside 2/18)
“The Bookcase Expedition”, Jeffrey Ford (Robots vs Fairies)
“STET“, Sarah Gailey (Fireside 10/18)
“A Witch’s Guide to Escape: A Practical Compendium of Portal Fantasies“, Alix E. Harrow (Apex 2/6/18)
“Cuisine des Mémoires”, N.K. Jemisin (How Long ’til Black Future Month?)
“The Storyteller’s Replacement”, N.K. Jemisin (How Long ’til Black Future Month?)
“Firelight“, Ursula K. Le Guin (Paris Review Summer ’18)
“The Starship and the Temple Cat“, Yoon Ha Lee (Beneath Ceaseless Skies 2/1/18)
“Mother of Invention“, Nnedi Okorafor (Future Tense)
“The Court Magician“, Sarah Pinsker (Lightspeed 1/18)
ANTHOLOGY
The Best Horror of the Year Volume Ten, Ellen Datlow, ed. (Night Shade)
The Book of Magic, Gardner Dozois, ed. (Bantam; Harper Voyager UK)
The Year’s Best Science Fiction: Thirty-fifth Annual Collection, Gardner Dozois, ed. (St. Martin’s Griffin)
Worlds Seen in Passing, Irene Gallo, ed. (Tor.com Publishing)
The Best American Science Fiction and Fantasy 2018, N.K. Jemisin & John Joseph Adams, eds. (Mariner)
Robots vs Fairies, Dominik Parisien & Navah Wolfe, eds. (Saga)
The Best Science Fiction & Fantasy of the Year, Volume Twelve, Jonathan Strahan, ed. (Solaris US; Solaris UK)
Infinity’s End, Jonathan Strahan, ed. (Solaris US; Solaris UK)
The Underwater Ballroom Society, Tiffany Trent & Stephanie Burgis, eds. (Five Fathoms)
The Future Is Female!, Lisa Yaszek, ed. (Library of America)
COLLECTION
The Tangled Lands, Paolo Bacigalupi & Tobias S. Buckell (Saga)
Brief Cases, Jim Butcher (Ace; Orbit UK)
An Agent of Utopia, Andy Duncan (Small Beer)
How Long ’til Black Future Month?, N.K. Jemisin (Orbit US; Orbit UK)
The Dinosaur Tourist, Caitlín R. Kiernan (Subterranean)
Fire & Blood, George R.R. Martin (Bantam; Harper Voyager UK)
All the Fabulous Beasts, Priya Sharma (Undertow)
The Future Is Blue, Catherynne M. Valente (Subterranean)
Starlings, Jo Walton (Tachyon)
How to Fracture a Fairy Tale, Jane Yolen (Tachyon)
MAGAZINE
Analog
Asimov’s
Beneath Ceaseless Skies
Clarkesworld
F&SF
Fireside
Lightspeed
Strange Horizons
Tor.com
Uncanny
PUBLISHER
Angry Robot
Baen
DAW
Gollancz
Orbit
Saga
Small Beer
Subterranean
Tachyon
Tor
EDITOR
John Joseph Adams
Neil Clarke
Ellen Datlow
Gardner Dozois
C.C. Finlay
Jonathan Strahan
Lynne M. Thomas & Michael Damian Thomas
Ann & Jeff VanderMeer
Sheila Williams
Navah Wolfe
ARTIST
Kinuko Y. Craft
Galen Dara
Julie Dillon
Leo & Diane Dillon
Bob Eggleton
Victo Ngai
John Picacio
Shaun Tan
Charles Vess
Michael Whelan
NON-FICTION
Space Odyssey: Stanley Kubrick, Arthur C. Clarke, and the Making of a Masterpiece, Michael Benson (Simon & Schuster)
Sense of Wonder: Short Fiction Reviews (2009-2017), Gardner Dozois (ReAnimus)
Strange Stars, Jason Heller (Melville House)
Dreams Must Explain Themselves: The Selected Non-Fiction of Ursula K. Le Guin, Ursula K. Le Guin (Gollancz)
Ursula K. Le Guin: Conversations on Writing, Ursula K. Le Guin & David Naimon (Tin House)
Old Futures: Speculative Fiction and Queer Possibility, Alexis Lothian (NYU Press)
Tolkien: Maker of Middle-earth, Catherine McIlwaine, ed. (Bodleian Library)
Astounding: John W. Campbell, Isaac Asimov, Robert A. Heinlein, L. Ron Hubbard, and the Golden Age of Science Fiction, Alec Nevala-Lee (Dey Street)
None of This Is Normal: The Fiction of Jeff VanderMeer, Benjamin J. Robertson (University of Minnesota Press)
An Informal History of the Hugos: A Personal Look Back at the Hugo Awards, 1953-2000, Jo Walton (Tor)
ART BOOK
Yoshitaka Amano, Yoshitaka Amano: The Illustrated Biography – Beyond the Fantasy, Florent Gorges (Les Éditions Pix’n Love 2015; Dark Horse)
Spectrum 25: The Best in Contemporary Fantastic Art, John Fleskes, ed. (Flesk)
John Howe, A Middle-earth Traveler: Sketches from Bag End to Mordor (Houghton Mifflin Harcourt; HarperCollins UK)
Jeffrey Alan Love, The Thousand Demon Tree (Flesk)
Simon Stålenhag, The Electric State (Fria Ligan ’17; Skybound)
Shaun Tan, Cicada (Lothian; Levine ’19)
Charles Vess, The Books of Earthsea: The Complete Illustrated Edition, Ursula K. Le Guin (Saga)
Michael Whelan, Beyond Science Fiction: The Alternative Realism of Michael Whelan (Baby Tattoo)
Dungeons & Dragons Art and Arcana: A Visual History, Michael Witwer, Kyle Newman, Jon Peterson, & Sam Witwer (Ten Speed)
Lisbeth Zwerger, The Tales of Beedle the Bard, J.K. Rowling (Levine)
https://boingboing.net/2019/05/07/futures-of-the-past-year.html
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Been updated with the same titles, so check carefully to make sure you're getting the edition you want. 2nd: Advanced Dungeons & Dragons 2nd edition (1989-2000) 3rd: Dungeons & Dragons 3rd edition (2000-2003) 3.5: Men & Monsters for "original" Dungeons & Dragons, the Basic Set and Rules Cyclopedia for "basic" Dungeons & Dragons and the.
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Dungeons And Dragons Players Handbook ‒ Dice and Dragons Advanced Dungeons & Dragons: Dungeon Master's Guide (Special Reference Guide) by Gary Gygax (1979) Hardcover Unknown Binding. 14 offers from £25.65. Advanced Dungeons and Dragons: 2nd Edition Player's Handbook David Cook. 4.6 out of 5 stars 157. Hardcover. 11 offers from £57.90. The Complete Book of Elves Advanced Dungeons & Dragons 2nd Ed Player's Rules SC. $35.00. shipping: + $4.83 shipping. Wizard Spell Cards - Advanced Dungeons and Dragons - 2nd Edition AD&D TSR. $24.99 + shipping. Dungeon Masters Screen - 1e Advanced Dungeons & Dragons - AD&D TSR. $49.95. Advanced Dungeons and Dragons: Birthright Player's.
PDF Dungeons Dragons 2nd Edition Character Sheets.
Advanced Dungeons & Dragons® Player's Handbook for the AD&D® Game. TSR, Inc. TSR Ltd. 201 Sheridan Springs Rd. 120 Church End, Lake Geneva, Cherry Hinton WI 53147 Cambridge CB1 3LB USA United Kingdom Foreword to the 2nd Edition It has been a long time getting here. I don't mean the months, perhaps even years, you may have waited for a revised, expanded, and. Item 6 Dungeons and dragons 4th edition players handbook - Dungeons and dragons 4th edition players handbook. $28.00. See all 6. Ratings and Reviews. Write a review. 5.0. 2 product ratings. 5. 2 users rated this 5 out of 5 stars 2. 4. 0 users rated this 4 out of 5 stars 0. 3. Dungeons and Dragons 4th Edition 4e D&d Player's Handbook. The ADVANCED DUNGEONS & DRAGONS® game system has grown slowly. From its original roots in the "Fantasy Supplement" to CHAINMAIL Medieval Miniatures Rules, the AD&D® game grew to encompass a growing, changing, expanding fantasy multiverse. Other planes of existence than our own are dealt with, albeit rather cursorily.
Advanced Dungeons And Dragons 2nd Edition Dungeon Masters Guide.
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Advanced Dungeons And Dragons 2nd Edition Character Sheet.
Series Advanced Dungeons & Dragons 2nd Edition Series authors: TSR Inc., William W. Connors, Monte Cook, Bill Slavicsek, Ed Greenwood ( show all ) 401 Works Popularity 3,799 (2,235 Members) 21,475 Books 42 Reviews ½ 3.6 Grouped Ungrouped Label Publication Core Option Accessories Supplements Al-Qadim Birthright Council of Wyrms Dark Sun Dragonlance.
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New map compendium bundle [BUNDLE]
Publisher: Map alchemists
This special bundle product contains the following titles.
Air Docking Bay Regular price: $2.34 Bundle price: $1.04 Format: Watermarked PDF Always fun to have a Cool Sky map on the corner of your table. This map comes With a Dock, tower and rooms where guess can take a good night sleep. Also include a large living room and a storage room. A big Airship is at the docks waiting for cargo to Unload and passengers to come in. Fit perfectly a Fantasy setting and or Steampunk genre . 3 maps of 8.5x11 makes this a big one of 11x25.5 Grided and no grids versions, Full PDF and independant Jpeg's files. All maps are 300 DPI By Map Alchemists... Cabin in the woods Regular price: $1.44 Bundle price: $0.64 Format: Watermarked PDF Cabin in the wood is the map of a Mysterious cabin deep in the woods. It's a set of 2 maps of 8.5x11 in 300 DPI with very fine details You have 2 otpions , 2 maps ungrided or 2 grided maps. The first map is the exterior view set in winter with old crooked trees and a larger scale landscape. The second map is the cabin itself wit a zoom in...the perfect beggining for an adventure or a very nice discovery for your party to rest...but why his the fire inside lit ? what are theses little trace of blood. Use these beautiful maps and set your own plot! By Map Alchemists ... Double Package mine of the lost dwarves & Pirate's camp Regular price: $1.99 Bundle price: $0.88 Format: Watermarked PDF A special map combo! Get 2 maps ...each maps are ( 2x 8.5 x 11 In 300 DPI ) that means you have 2 maps for the mine with grids 2 maps with no grids and 2 Maps for the camp with grids and 2 maps without grids! The Mine map are done with the mine art pack That you can buy later on another of my product that contains...cemetary art pack ( 32 items ) mine art pack ( 100 Items ) and ceremony art pack ( 78 items ..that means 210 Items to populate your empty maps ) This is a good deal...;-) hope you like it ... Evil Giant forest map Regular price: $1.33 Bundle price: $0.59 Format: Watermarked PDF Always fun to have a handy Forest map on the corner of your table. This is a generic yet atmospheric and ambient forest. You will feel that something his happening right there...and you can use to set your own plot ! 2x 8.5x11 full resolution and very nice details. By Map Alchemists ( come with a grid or without a grid in PDF format )... Generic city map #1 Regular price: $1.33 Bundle price: $0.59 Format: Watermarked PDF Always fun to have a handy City map on the corner of your table. This map comes with no name on it so you can decide it ! It also comes with an empty legend to fill..write were your shops are..the church the number of habitants and all. It's like creating a new city but with all the graphics done for you. 1 map grided and one without so you can choose what you like best! Also comes with 2 JPEG'S of the legend that you can print and write ! 8.5x11 full resolution and very nice details. By Map Alchemists ( come with a grid or without a grid in PDF format )... Generic city map #2 Regular price: $1.33 Bundle price: $0.59 Format: Watermarked PDF Always fun to have a handy City map on the corner of your table. This on is my favorite !! This map comes with no name on it so you can decide it ! It also comes with an empty legend to fill..write were your shops are..the church the number of habitants and all. It's like creating a new city but with all the graphics done for you. 1 map grided and one without so you can choose what you like best! Also comes with 2 JPEG'S of the legend that you can print and write ! 8.5x11 full resolution and very nice details. By Map Alchemists ( come with a grid or without a grid in PDF format )... Generic city map #3 Regular price: $1.33 Bundle price: $0.59 Format: Watermarked PDF Always fun to have a handy City map on the corner of your table. This map comes with no name on it so you can decide it ! It's like creating a new city but with all the graphics done for you. Also comes with 2 JPEG'S of the legend that you can print and write ! 8.5x11 full resolution and very nice details. By Map Alchemists... Prisoner's Camp Regular price: $1.49 Bundle price: $0.66 Format: Watermarked PDF Prisoner's camp is the map of a Wooden Barbaric Prison, suitable for orc's goblin's or any monstrous creature chasing humanoids. A perfect place for the players to be brought and try to escape!!! It's a set of 4 maps of 8.5x11 in 300 DPI with very fine details You have 2 otpions , 4 maps ungrided or 4 grided maps. Use these beautiful maps and set your own plot! By Map Alchemists ... The Happy Owl Road Tavern Regular price: $0.64 Bundle price: $0.28 Format: Watermarked PDF TheHappy Owl tavern is a small 8.5x11 map for you to have fun with..Set in the middle of nowhere in a snowy forest ..this place is sure to help your players. Price are cheap like and the fire is warm... Always welcomed when you are lost in the middle of nowhere!! A good place to start a campaign for 1st level party's. Create your own story and link it to this beautiful Tavern map. Let yourself be amazed by the sheer amount of fine details. YOu get 2 maps of the Main floor...1 with a grid and 1 without grid to suit your needs. the maps are 8.5x11 in 150 DPI resolution + Make sure you check out our high resolutionmaps and bundle...you would be amazed by the details and the sheer amount of work !... The Alchemist Shop Regular price: $1.20 Bundle price: $0.53 Format: Watermarked PDF Always fun to have a handy shop like an Alchemist by the hand. Very fine details, a place were even adventure can start to come to life. A 8.5x11 map of the finest details a Potion and even scroll shop and of course the private quarter'S of the Alchemist Himself. You will also find a small view of the street in front of the shop. A very nice map to have. ( come with a grid or without a grid in PDF format ) Let's brew some potions my friends !!... The Alchemist Shop 1 Regular price: $2.34 Bundle price: $1.04 Format: Watermarked PDF Need a potion ? Rare Ingredients ? High quality matérials and Items? Thats is what we sale here at the alchemy shop. Powder, liquids and Elixirs, creams and first aid kits...all you need to survive and cure any Illness. You Have the potion workshop , the general area where you see all type of goods and utilities, and the owner's bedroom . 2 maps of 8.5x11 makes this a big one of 11x17 Grided and no grids versions, Full PDF and independant Jpeg's files. All maps are 300 DPI By Map Alchemists... The Christmas Cabin Regular price: $2.34 Bundle price: $1.04 Format: Watermarked PDF A cool and very Ambient cabin In the snow. The Map has 4 rooms, A bedroom , a luxurious yet rustic Living room , a nice kitchen and a nice place for the feast to take place ! A decorated Pine in a corner with gifts on the floor let you set a special holliday in your best fantasy game. The Lighting gives mood to the scene where you and your player will have the best of conversation! 1map day version of 8.5x11 and 1 map with a night version Grided and no grids versions, Full PDF and independant Jpeg's files. All maps are 300 DPI By Map Alchemists... The Church Regular price: $3.68 Bundle price: $1.63 Format: Watermarked PDF Pretty rare to find a church map these days! The map is full of details,2 full 8.5x11 maps gives place to the main hall, with stain glass and an altar, a huge statue serves as the representation of a god of your choice dress in armor ! on the other section you find multiple rooms,edrooms for the clerical workers and priests, a candle making room and a human body preparation room for funerals.A main Bedroom for the high cleric, a feast room and a nice living room with a nice place by the fire !Other than this a prayer room , a well and a place where an old statue has fallen prey to time and erosion. In the middle you find a staircase that leads wherever you want that place to lead ( no map for the basement but it could be the beggining of a quest that is for sure ! Oh And I almost ... The City Street Market Regular price: $2.34 Bundle price: $1.04 Format: Watermarked PDF Ahhhh the city streets, where thieve roam in dark alleys and city guards watch their every steps. This map shows street corners full of products for sale. You want to play the charisma game, then you came to the good place! Weapons and food, armors and even exotic animals . This map could be added to any fantasy /medieval settings. 1 maps of 8.5x11Day Version and 1 Night Version Grided and no grids versions, Full PDF and independant Jpeg's files. All maps are 300 DPI By Map Alchemists... The Crow's Nest Luxurious Inn & Tavern Regular price: $1.67 Bundle price: $0.74 Format: Watermarked PDF Wow , The crow's nest is defenitly the place to hang out...If you are looking for adventure ..well It's the place to be. A huge stage for bards, signers,or a circus to act. even a backstage for the performers. A place of mystery where the Innkeeper is an old adventurer..a stange man he his! The view from the outside showing some buildings around..a nice balcony to admire the exterior view..a nice kitchen ..plenty of rooms some an a normal price some very expensive. You can see the stable...tremendous details ...of the 3 story high building. + You get the basement and storage room. The biggest Inn you ever went ..the place you will always want to return to spend the gold from your last adventure. Create your own enigmatic story with this mystical place. A must have for evey... The Dark dungeon Regular price: $1.33 Bundle price: $0.59 Format: Watermarked PDF A dark dungeon filled with horrific items, coffins and dark places. A set or 4x 8.5x11 maps ( 4 with 1 inches square grid ) ( and 4 without grids ) for you to choose. Very detailed high 300 dPI resolution PDF'S . By Map Alchemists... The Evil Librarist Regular price: $1.20 Bundle price: $0.53 Format: Watermarked PDF Always fun to have a handy shop like a library close at hand. Very fine details, a place were even adventure can start to come to life. A 8.5x11 map of the finest detaisl a library, a room for the owner ..and well a very very secret backstore...yeah..with an altar for sacrifice..a Throne...skulls and all...what the hell is happening here ? The librarist foind a book..a very very evil book...and then..things started to change..if evil his happening in this town...maybe it's because of ''THE EVIL LIBRARIST'' ( come with a grid or without a grid in PDF format )... The Fort Regular price: $0.00 Bundle price: $0.00 Format: Watermarked PDF Always fun to have a handy Fort map on the corner of your table. This map comes with no name on it so you can decide it ! Decide who resides in the superb rustic fort... There his a Inn Inside And the leaders house ( exterior view only ) 8.5x11 2 full ungrided maps full resolution and very nice details. 11x17 total By Map Alchemists ( come in PDF format )... The Guard tower Regular price: $1.60 Bundle price: $0.71 Format: Watermarked PDF The Guard tower is a map of an Abandoned old Guard tower somewhere deep in the woods. It's a set of 3 maps of 8.5x11 in 300 DPI with very fine details You have 2 otpions , 3 maps ungrided or 3 grided maps. The feeling of murder and old battle fills the room, letting the players only with a glimpse of what could have been a serious encounter. The place seems somewhat alive again has traces of life are seen on the tower. What his happening ? who has taken this tower for new home....??? let the party search and find out....what threat is living inside. Use these beautiful maps and set your own plot! By Map Alchemists ... The Ice Undermountain Regular price: $2.67 Bundle price: $1.19 Format: Watermarked PDF A winter themed ice dungeon filled with rocks doors and ice braziers...some sort of lair for creatures to build a colony and place some traps for humans to die horribly!!, A set or 5 8.5x11 maps ( with 1 inches square grid ) and no grids options resulting in a 17x22 map + the exterior map of the bridge , the entrance and the exit out of the mountain Very detailed high resolution downloadable PDF'S . By Map Alchemists... The Joyful Goblin Inn and Tavern Regular price: $1.20 Bundle price: $0.53 Format: Watermarked PDF The Joyful Goblin Inn and tavern Belong's to SlimBoggle the Slim..a very funny and friendly goblin. Price are cheap like the food ...but the fun is always there..the only place where you can buy half beer ( yeah that's cheap loll ) A good place to start a campaign for 1st level party's. Create your own story and link it to this beautiful inn map. Let yourself be amazed by the sheer amount of fine details. YOu get 4 maps of the Main floor...2 with a grids day/night and 2 without grids day/night to suit your needs. the maps are 8.5x11 in 300 DPI resolution + You gat also the basement map grided and not grided...this is where slim's sleep when he has a chance and not partying ;-) the basement is full of details.... just with... The Magical Bazaar Regular price: $1.00 Bundle price: $0.44 Format: Watermarked PDF The Magical Bazaar is a very special place, where you can buy magical items and artefacts, a place to travel to other plane of existence...a place so rare that you can only visit it once. Create your own story and link it to this beautyful blue colored theme map. Let yourself be amazed by the sheer amount of fine details. YOu get 2 maps...one with a grid and one without to suit your needs. the map is a 8.5x11 in 300 DPI resolution... The Queen's Cemetary Regular price: $1.15 Bundle price: $0.51 Format: Watermarked PDF The Queen's cemetary is a very detailed set of maps. -The cemetary ( day version ) -The cemetary (Night Version) -The Queen's chamber -The secret tomb -Player parchement map YOu have all theses maps in grided and ungrided version all 8.5x11 300 DPI resolution PDF'S Create you own story and legend for theses fantastic maps. It's a set of 2 maps of 8.5x11 in 300 DPI with very fine details You have 2 otpions , 2 maps ungrided or 2 grided maps. The first map is the exterior view set in winter with old crooked trees and a larger scale landscape. The second map is the cabin itself wit a zoom in...the perfect beggining for an adventure or a very nice discovery for your party to rest...but why his the fire inside lit ? what are theses little trace of ... The Souk Market Regular price: $0.00 Bundle price: $0.01 Format: Watermarked PDF The Souk Market is a very special place, where you can buy anything you need ...a place set in a middle east look for any fantasy games. Create your own story and link it to this beautiful colored theme map. Let yourself be amazed by the sheer amount of fine details. This map comes in one single piece with and without grid 27x21 inches in High resolution Good for VTT or any fantasy RPG games They are also included in 3 of our 4 bundles...maybe you feel like saving some money by buying a bundle instead. Enjoy... The volcanic Lair Regular price: $4.01 Bundle price: $1.78 Format: Watermarked PDF A dark dungeon filled with rocks and flames...some sort of lair for creatures to build a colony and place some traps for humans to die horribly!!, coffins and dark places. A set or 16 8.5x11 maps ( with 1 inches square grid )resulting in a 44x34 map ( you can print a huge poster out of it ) Very detailed high resolution downloadable PDF'S . By Map Alchemists ... The Weaponsmith Regular price: $1.82 Bundle price: $0.81 Format: Watermarked PDF Always fun to have a handy shop like a weaponsmith , by the hand. Very fine details, a place were even adventure can start to come to life. A 8.5x11 map of the finest detaisl a weaponshop shop and a forge can have. You will also find a small building where the artisans can set up a fire have a lunch and talk. One of the best map I did! ( come with a grid or without a grid in PDF format )... TheForest River Regular price: $2.24 Bundle price: $1.02 Format: Watermarked PDF The Firest river is a map of full current river somewhere deep in the woods. It's a set of 2 maps of 8.5x11 in 300 DPI with very fine details, inside you will find a gridded and ungridded version of the maps...day and night A bridge stands there on the side with treacherous rocks and a river in full action...the perfect setting for a goblin or ogre foght..can you cross the bridge in time ?? its up to you to make the perfect setting for this huge empty battlemap. Use these beautiful maps and set your own plot! By Map Alchemists ...
Total value:$45.01Special bundle price:$20.00Savings of:$25.01 (56%)
Price: $45.01 New map compendium bundle [BUNDLE] published first on https://supergalaxyrom.tumblr.com
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In Faerun you can be stalked by the physical manifestation of collective existential dread: "Feyrs (pronounced 'fears') are created from the remnants of ordinary nightmares, mixed with residual magical energies, and unknowingly brought to life by the strong emotions of a large group of people. The raw materials for such creatures may be found in any urban settlement, and when there is additional tension in the air, the feyrs stalk at night." (Tom Baxa from the AD&D 2e Monstrous Compendium 11: Forgotten Realms Appendix, TSR, 1991) Jeff Easley's interpretation of a feyr appears on the cover.
#D&D#Dungeons & Dragons#Tom Baxa#feyr#monster#Monstrous Compendium#AD&D#dnd#D&D 2e#AD&D 2e#TSR#Dungeons and Dragons
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'Bleach' Fan Anime Releases initial 'TYBW' Episode

The first episode of the extremely anticipated Bleach fan anime from Retro Ryno and his workers is here, and therefore the group's TYBW is certain to satisfy fans' need for even additional Bleach.
You can look at the primary episode above!
Because the Bleach anime primarily fizzled out, the anime series ne'er tailored the ultimate arc of the manga -- instead referred to as the "Quincy Blood War" or the "Thousand-Year Blood War." Retro Ryno has been teasing a devotee animation that picks up wherever the anime left off for months currently, and it's like this one episode is simply a style of what is to come back.
"I'm trying forward to engaged on Maria Holic a pair of, and doing additional for you all," Retro Ryno wrote within the YouTube comments of the primary episode. "I want i'm commencing to grasp what i am doing. there'll be heaps of changes and enhancements from here on out, so please, still twiddling my thumbs with ME."
As Retro Ryno's comments type of imply, the animation itself may be a very little rough round the edges, however considering it is a fan's interpretation of stuff the anime ne'er covered? It's as good as done. Oh, and if you are in any respect accustomed to country dubbed version of Bleach, no, your ears don't deceive you; that apparently extremely is Johnny Reb Yong Bosch reprising his role as Ichigo Kurosaki.
What does one consider the fan animation? square measure you a (pardon the pun) fan? allow us to grasp within the comments!
For those unacquainted with Tite Kubo's Bleach, the series follows the young delinquent Ichigo Kurosaki, World Health Organization has the power to check spirits. He presently obtains the ability of a Soul Reaper -- one meant to usher lost souls to the hereafter -- and currently has the duty to defend the living world from monstrous dark spirits referred to as Hollows. The manga was serialized in Shueisha's Weekly Shonen Jump from 2001 to 2016, and was collected into seventy four volumes. it's been tailored into English due to VIZ Media, and has oversubscribed over 900 million copies in Japan. The series was tailored into AN anime by Studio fictitious character from 2004 to 2012, and has four feature-length animations, rock musicals, video games, and a large amount of alternative merchandise maria holic ending .
ANIME NEWS: additional episodes of ‘High Score Girl’ anime to look in March
Three extra episodes of the animated TV series “High Score Girl” are created for straight-to-video unharness in March 2019.
News of episodes thirteen to fifteen, which is able to even be streamed on Netflix, came following the ultimate episode that ventilated in Sept in Japan.
The anime is predicated on a manga of an equivalent name by Rensuke Oshikiri presently running within the huge Gangan monthly comic compendium. Set in AN noncurrent arcade within the Nineteen Nineties, the series options several classic computer game titles from world.
The story revolves around main characters Haruo Yaguchi, Akira Ono and Koharu Hidaka.
The additional episodes square measure expected to point out however their relationships end up.
In search of true love, Kanako Miyamae transfers to Ame no Kisaki parochial school, galvanized by however her oldsters fell crazy with one another there. there's only 1 distinction, though: as a result of men create Kanako forced an entry hives, she has really come back to the all-girls faculty to search out a partner of an equivalent sex.
When she meets the gorgeous Mariya Shidou, Kanako believes she has found that special someone; but, there is a lot of to Mariya than meets the eye—it seems that Kanako's old flame is really a cross-dressing boy. Mariya threatens to reveal Kanako's impure intentions unless she keeps his real gender a secret, and to form things worse, he additionally replaces her original friend in order that he will currently keep an in depth eye on her.
Maria†Holic follows Kanako as she appearance for love all told the incorrect places and searches for the lady of her dreams—that is, if she will be able to survive being Mariya's roommate!
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The stingtails of Anauroch are the larger cousins of the laertis, lizard men who eat the internal organs of humans and camels, leaving the rest for vulutres (Brom, one of the divider card pages in the AD&D 2e Monstrous Compendium Forgotten Realms Appendix, MC11, TSR, 1991; also used as cover of Ed Greenwood's 1991 supplement Anauroch)
#D&D#Dungeons & Dragons#Brom#Forgotten Realms#dnd#fantasy#fantasy art#Anauroch#stingtail#laerti#AD&D#Monstrous Compendium#Monstrous Compendium 11#Monstrous Compendium Forgotten Realms Appendix#AD&D 2e#D&D 2e#asabi#lizard folk#lizard man#lizardman#desert#scimitar#sand#Dungeons and Dragons#TSR
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Peryton, feyr, and hornhead saurial (Jeff Easley, AD&D 2nd ed Monstrous Compendium: Forgotten Realms Appendix, TSR, 1991) This was the 11th Compendium for 2e, and the 2nd for the Forgotten Realms.
#D&D#Dungeons & Dragons#Jeff Easley#monsters#Forgotten Realms#Faerun#Monstrous Compendium#monster#peryton#feyr#saurial#hornhead#hornhead saurial#Monstrous Compendium 11#D&D 2nd ed#2nd ed D&D#dnd#Dungeons and Dragons#TSR
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Beholder, Death Kiss
Image © Wizards of the Coast
[I mentioned when I discussed the beholder that I love the idea that beholderkin are dreamed into existence, so I knew I had to stat at least one variation. The death kiss has existed since 2e’s Forgotten Realms Monstrous Compendium, and has cropped up in every edition since then. The 4e version was a literal undead vampire, but this reverted back to an aberration in 5e.. I like how apologetic and shy this one looks, like it’s sorry that it has to drink all of your blood.]
Beholder, Death Kiss CR 10 NE Aberration This spherical horror is pale and leathery, with a single red eye set in its center. It has ten long tentacles, each of which ends in a bloodstained, lamprey-like maw.
A death kiss is a beholder-like horror, created when a beholder has a nightmare about losing blood. A newly created death kiss flees from the dreaming beholder as soon as possible, as these creatures have no ranged capacity and can be slain easily by a beholder on a rampage. Death kisses are blood feeding predators that leave the drained husks of their prey behind to feed scavengers. They usually hunt alone, but occasionally team up if two come across each other and neither thinks they have the upper hand.
When a death kiss attacks, it does so from ambush, lashing out with its tentacles extended to their full length. Each tentacle is tipped with a rasping, muscular mouth, and a death kiss may drink from multiple enemies simultaneously. They do this only if they are confident that prey cannot escape—otherwise they wrap a single foe in multiple tentacles and drain them dry. A death kiss is often cocky in melee—their electrically charged blood delivers painful shocks to any creature that would spill it—but flees when badly injured by spells or ranged weapons.
A death kiss can speak through any of its mouths, either one at a time or in unison, and they do so in reedy, high pitched voices. They do not intentionally collect treasure, but when slain, their brain shrinks and crystallizes into a faintly luminous red gem called a “blood-eye”. A blood-eye gem is worth the equivalent of ½ of the normal treasure value of a creature of the death kiss’ CR.
Death Kiss CR 10 XP 9,600 NE Large aberration Init +6; Senses blindsense 60 ft., darkvision 120 ft., Perception +21 Defense AC 23, touch 12, flat-footed 20 (-1 size, +2 Dex, +11 natural, +1 dodge) hp 144 (17d8+68) Fort +10, Ref +10, Will +13 Immune electricity Defensive Abilities lightning blood Offense Speed fly 30 ft. (perfect) Melee 4 bites +15 (3d6+4 plus grab) Space 10 ft.; Reach 10 ft. Special Attacks blood drain (1d4 Con), grab (Huge), multigrab Statistics Str 18, Dex 15, Con 19, Int 10, Wis 13, Cha 10 Base Atk +12; CMB +17 (+21 grapple); CMD 35 (cannot be tripped) Feats Blind-fight, Combat Reflexes, Defensive Combat Training, Flyby Attack, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Power Attack Skills Escape Artist +22, Fly +28, Perception +21, Stealth +18 Languages Aklo, Undercommon Ecology Environment underground Organization solitary or pair Treasure incidental (see above) Special Abilities Lightning Blood (Ex) A creature that injures a death kiss with a piercing or slashing weapon takes 1d10 points of electricity damage. Manufactured weapons with the reach property do not endanger their wielders in this way. Multigrab (Ex) A death kiss can grapple an opponent with one or more bites instead of using its full body. When it uses a single bite, it suffers a -10 penalty to its CMB check made to grab, which is reduced by 2 for every additional bite that is attached to that foe, but the death kiss does not gain the grappled condition. A death kiss deals an additional 1 point of Con damage per extra set of jaws past the first attached. A death kiss can maintain multiple grapples and drink blood from multiple opponents as a swift action, but can make attack rolls with only four of its bites at a time.
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Tortle

Image © Wizards of the Coast
[The tortle is a monster that originated in Basic D&D before migrating over to AD&D in the Mystara Monstrous Compendium. In 5e, they first appeared in Tomb of Annihilation, then as a playable race in a PDF sold by WoTC, then in Mordenkainen's. Tortles have gone back and forth as PC species vs. monster, but I'm more interested in them as monsters. Humanoids are allowed to have Hit Dice sometimes. I did want to put a spin on them, namely, making them a bit more like real tortoises. Tortles traditionally have shorter lifespans than humans and are semelparous, dying after they lay eggs. That's weird, especially for an anthro tortoise, so I changed that. I also made them generally polysexual and promiscuous, in part because it fits with real tortoise behavior, and in part to drive a wedge between "lawful" and "boring". D&D has long characterized lawful characters and cultures as stodgy and boring, presumably because lots of D&D players like to think of themselves as rebels. Which is funny, considering that the hobby is taking make-believe and adding more rules.]
Tortle CR 2 LG Humanoid This creature appears to be a humanoid tortoise, with a bulky shell and clawed hands. It has a steady, calm expression.
Tortles are peaceful wandering humanoids of turtle-like aspect. It is said that a tortle’s home is on their back, and most tortles travel throughout their lives. Those few settlements that tortles make are agricultural in nature, farming the land for a few years and then moving on to clear new land and allow the old to return to a natural state. A few tortles live and work here full time, and these communities serve as waystations for tortles to rest, socialize and raise children. Tortles can live for more than a hundred years easily, and have several clutches of young during that time. Parenting duties are shared by the entire community as a matter of course. Something that surprises many outsiders is that most tortles practice free love; they care little for monogamy, are frequently pansexual, and may pursue romantic relationships with members of other species.
Tortles rarely come into conflict with non-evil humanoids, as they are peaceful and patient creatures. They usually fight only to defend themselves, which they can do with their clawed hands or with weapons. If a tortle is sorely pressed, it will often withdraw into its shell and hope that its foe gives up, or to give reinforcements time to catch up to them. Tortles are decent swimmers, and may flee a losing fight by stepping into a nearby river and floating downstream to safety. When defending their community, they work together in units called warbales.
Tortles advance by character class, with paladin, cleric and monk common choices. Few tortles become evil, but even fewer become chaotic. They venerate a number of spirits of nature and order with honorifics instead of names; Mother Earth, Father Ocean, Sister Grain and Brother Shell. Treat this as worshiping a pantheon with access to the following domains: Earth, Law, Plant, Protection, and Water. Clerics of the tortle pantheon can access the Defense, Growth, Loyalty, Ocean and Solitude subdomains
Tortle CR 2 XP 600 LG Medium humanoid (tortle) Init +0; Senses low-light vision, Perception +5 Defense AC 17, touch 10, flat-footed 17 (+7 natural) hp 22 (4d8+4) Fort +3, Ref +1, Will +5 Defensive Abilities shell defense Offense Speed 20 ft. Melee 2 claws +5 (1d4+2) or spear +5 (1d8+3/x3) Ranged light crossbow +3 (1d8/19-20) Statistics Str 15, Dex 10, Con 13, Int 11, Wis 12, Cha 10 Base Atk +3; CMB +5; CMD 15 Feats Endurance (B), Great Fortitude, Self Sufficient Skills Heal +10, Perception +5, Survival +10, Swim +10; Racial Modifier +4 Swim Languages Common, Tortle SQ buoyant, hold breath Ecology Environment warm land Organization solitary, bale (4-9), warbale (10-24 plus 1 leader of 3rd-5th level) or tribe (30-300 plus 1 leader of 3rd-5th level per 20 individuals and 50% noncombatants) Treasure standard (spear, light crossbow, 20 bolts, other treasure) Special Abilities Buoyant (Ex) A tortle gains a +4 racial bonus to Swim checks, and can rise to the surface of a body of water without making a Swim check if it chooses to do so. Shell Defense (Ex) As a move action, a tortle can withdraw into its shell. When withdrawn, it gains a +6 natural armor bonus to its AC and a +6 racial bonus to CMD, but can only take purely mental actions or emerge from its shell as a move action. A tortle gains no benefit from wearing armor.
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Cildabrin

Image © TSR, inc.
[Commissioned by @crazytrain48, who requested I merge two scorpion/spider hybrid monsters, the cildabrin from D&D and the grey horror from the Arduin Grimoire, into a single creature. I went back to the first image, from the Forgotten Realms Monstrous Compendium Volume II, for the cildabrin. Every other piece of art for either monster just looked like a scorpion with more or less wonky proportions, rather than actually incorporating any spider anatomy. In D&D 3.5’s Lords of Madness, the cildabrin is an aberration, but I don’t know why (other than to justify its inclusion in a book about aberrations). It’s a hybrid of two animals, but smarter and with a few magic powers, clearly a magical beast by that generation’s organizational system.]
Cildabrin CR 8 NE Magical Beast This horrific beast resembles a cross between a tarantula and a scorpion—it has the jaws and furry body of the former, but the pincers and stinging tail of the latter.
Cildabrins are Darklands predators that appear as hybrids of different types of arachnids. Despite their monstrous appearance, they are of human intelligence and gifted with magic. They tend to worship powers of darkness and monstrosity, and holy glyphs and sacrificial altars can be found near a cildabrin’s lair. They have no interest in treasure, except as bait for future meals.
A cildabrin is a wandering predator, but when it finds evidence of prey sets up an ambush. It cloaks its approach with darkness and silence spells, and often attacks at a choke point warded by spike stones. Their venom is a potent paralytic, and they may grab and retreat with a creature rendered immobile but still alive. This they devour at their leisure after dragging it into a sheltered cave. Cildabrins move at ease in three dimensions, and often attack near terrain hazards like cliffs, pits or spider holes.
A cildabrin speaks Undercommon, but rarely does. Many inexperienced travelers believe cildabrins to be unintelligent beasts, which they call grey horrors. “Cildabrin” is the name they give themselves. Cildabrins are fond of the flesh of dwarves and giant spiders, and eat both above other prey sources. They are dark grey in color, with blue and black highlights.
Cildabrin CR 8 XP 4,800 NE Large magical beast Init +4; Senses darkvision 60 ft., low-light vision, Perception +13 Defense AC 21, touch 14, flat-footed 16 (-1 size, +4 Dex, +1 dodge, +7 natural) hp 104 (11d10+44) Fort +11, Ref +11, Will +7 Immune poison, webs; Resist acid 10, cold 10, fire 10 Defensive Ability web walker Offense Speed 40 ft., climb 40 ft. Melee bite +14 (1d8+4), 2 claws +14 (1d8+4 plus grab), sting +14 (1d6+4 plus poison) Space 10 ft.; Reach 10 ft. Spell-like Abilities CL 11th, concentration +13 3/day—darkness, silence (DC 14) 1/day—spike stones (DC 16) Statistics Str 18, Dex 19, Con 18, Int 11, Wis 14, Cha 15 Base Atk +11; CMB +15 (+19 grapple); CMD 30 (42 vs. trip) Feats Dodge, Iron Will, Mobility, Nimble Moves, Skill Focus (Stealth), Spring Attack Skills Acrobatics +14 (+18 when jumping), Climb +24, Perception +12, Stealth +13; Racial Modifiers +16 Climb Languages Undercommon SQ expert climber Ecology Environment underground Organization solitary or cluster (2-8) Treasure incidental Special Abilities Expert Climber (Ex) A cildabrin gains a +16 racial bonus on Climb checks, and can climb on smooth surfaces or upside-down with ease. Poison (Ex) Sting—injury; save Fort DC 19; frequency 1/round for 2 rounds; damage 1d6 Str; cure 1 save. The save DC is Constitution based. Web Walker (Su) A cildabrin is immune to the entangling or entrapping effects of magical or mundane webs, and can move on webbing using its climb speed without penalty.
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Dragon, Yu Lung

“C: Bichir Design” © deviantArt user Skollyson, accessed at her gallery here
[Commissioned by @mr-w-rambles. My first true dragon! Sort of! This is the first of two dragon commissions from the same client, both of them playing around with the way that dragons work in Pathfinder, with the age categories and tables and all. This one plays with it by being a stage found only in the youngest dragons, that then transforms into a different type. Since the imperial dragons in Pathfinder already have their own wyrmling stages, I wanted this to be an additional option, instead of a replacement. I also left it open in the text of this article to cover some of the other “Asian dragons” in older editions of D&D that don’t have mechanical overlap with Pathfinder’s.
As for the design of the creature itself, the 3e version of the yu lung, which I was most familiar with, was pretty small and pathetic throughout its life. But the 1e and 2e versions got pretty hefty in size. This one hews most closely to the 2e version that appeared in the Forgotten Realms Monstrous Compendium in that it has actual special abilities.]
Dragon, Yu Lung This creature resembles a freshwater fish, with overlapping scales and long barbels growing around its mouth. Its head is like that of a dragon, and its fore fins have sharp claws.
Yu Lung N dragon (aquatic) Base Statistics CR 2; Size Small; Hit Dice 3d12 Speed 20 ft., swim 70 ft. Natural Armor +4; Breath Weapon cone, 2d4 healing Str 9, Dex 14, Con 13, Int 6, Wis 8, Cha 11 Ecology Environment any aquatic Organization solitary Treasure standard Special Abilities Healing Breath (Su) A yu lung can use its breath weapon no more than 3 times per day, and must wait 1d4 rounds between uses. This is treated as a positive energy effect that can heal living creatures only, like channel positive energy. A yu lung can position its breath weapon to catch itself in the area. Lesser Dragon (Ex) A yu lung does not have a fly speed. It uses the table for Imperial Dragon Attacks and Speeds as if it were one size category less than its actual size, and does not gain a gore attack. It is treated as being a wyrmling between 0 and 33 years of age, a very young dragon from 34-67 years, and a young dragon from 68-100 years. Water Dependency (Ex) A yu lung gains the water dependency universal monster trait.
Age Category Special Abilities Wyrmling bless 1/day, water dependency Very Young bane 1/day, grab (bite) Young bane 3/day, bless 3/day, swallow whole (1d6 bludgeoning)
Yu lungs, sometimes referred to as carp dragons, are creatures of magical potential. As dragons go, they are somewhat weak and animalistic, but they can transform into a wide variety of different dragons if they survive long enough. Upon reaching the age of 101, a yu lung transforms into any type of imperial dragon (of the juvenile age category) in a clap of thunder, based on what best fits its personality. Yu lungs can be good or evil, lawful or chaotic, or may maintain a detached attitude from manners of morals and ethics. There are rumored to be other types of dragons that form solely from descent from a yu lung, but these are obscure (if they exist at all).
In combat, a yu lung behaves much as the animal it resembles, fighting with claws and teeth. They have a few minor abilities related to good and bad fortune, but are most notable for the cones of healing energy they breathe. Many yu lungs make friends and allies, or coerce creatures into serving them, using this healing breath as an incentive. Yu lungs remember their lives as fish-like creatures, and when they transform may continue the relationship with the beings they worked with before.
The origins of yu lungs seem to lie with carp, not with dragons. Carp are mundane fish that can live a long time, and if the largest and strongest of them manages to find a waterway with mythic potential, it can transform into a yu lung. Even then, its journey is not yet over, as many yu lung succumb to monsters, adventurers or the elements before transforming yet again into a greater dragon. Thus, carp and yu lung both are often seen as symbols of perseverance and enduring hardship in areas in which these dragons are known.
Sample Yu Lung Young Yu Lung CR 6 XP 2,400 N Large dragon (aquatic) Init +1; Senses blindsense 60 ft., darkvision 120 ft., dragon senses, Perception +9 Defense AC 21, touch 10, flat-footed 19 (-1 size, +1 Dex, +10 natural) hp 63 (6d12+24) Fort +8, Ref +6, Will +7 Immune sleep, paralysis effects Offense Speed 20 ft., swim 60 ft. Melee bite +9 (1d8+3 plus grab), 2 claws +9 (1d6+3) Space 10 ft.; Reach 5 ft. (10 ft. with bite) Special Attacks healing breath (3/day, 30 ft., cone, 6d4 healing, 1d4 rounds), swallow whole (AC 15, 6 hp, 1d6+4 bludgeoning) Spell-like Abilities CL 6th, concentration +7 3/day—bane (DC 12), bless Statistics Str 17, Dex 12, Con 17, Int 8, Wis 10, Cha 13 Base Atk +6; CMB +10 (+14 grapple); CMD 21 Feats Alertness, Iron Will, Toughness Skills Diplomacy +8, Intimidate +8, Knowledge (nature) +6, Linguistics +6, Perception +9, Sense Motive +9, Stealth +4, Swim +16 Languages Draconic, 4 others SQ lesser dragon, water dependency
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