Advanced Dungeons & Dragons® 2nd Edition. Advanced Dungeons & Dragons® 2nd Edition. Monstrous Manual™Game Accessory.
The updated Monstrous Manual™ for the AD& D® 2nd Edition Game. TSR,Inc. TSR Ltd. POB 7. Church End Lake Geneva Cherry Hinton WI 5. Cambridge CB1 3. LB USA United Kingdom ADVANCED DUNGEONS & DRAGONS and AD& D are registered trademarks owned by TSR, Inc. The TSR logo and MONSTROUS MANUAL are trademarks owned by TSR, Inc. Project Coordinator: Tim Beach.
Editor: Doug Stewart. Editorial Assistant: Gaye O'Keefe. Cover Illustration: Jeff Easley.
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Interior Illustrations: Tony Di. Terlizzi (pencils, inks, and colors on insects, crustaceans, faerie- folk, and miscellaneous creepy things), Jeff Butler (pencils and inks on humans, demihumans, humanoids, giants, genies, dragonets, and miscellaneous part- human creatures), Dave Simons (pencils, inks, and colors on normal animals, almost normal animals, and squishy things), Tom Baxa (pencils, inks, and colors on gith- kind and miscellaneous), Mark Nelson (pencils and inks on dragons, dinosaurs, and miscellaneous), Les Dorscheid (colors on most of the book), Tim Beach and Doug Stewart (invisible stalker)Art Coordination: Peggy Cooper with Tim Beach. Typesetting: Gaye O'Keefe. Keylining: Paul Hanchette. Proofreading: Karen Boomgarden, Anne Brown, Andria Hayday, Thomas Reid, David Wise. Guidance: Steve Winter, Tim Brown, James M.
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Ward. Monster Selection Committee: Jeff Grubb, David Wise, John Rateliff, Tim Beach. Development: Tim Beach, Doug Stewart, Slade Henson, Thomas Reid, Jeff Grubb, Wolfgang Baur, Jon Pickens, John Rateliff. Design Concept for MONSTROUS COMPENDIUM® Appendices: David "Zeb" Cook, Steve Winter, Jon Pickens. We would like to offer special thanks to the artists and the people who helped with development, as well as Rich Baker, Carolyn Chambers, Bill Connors, Peggy Cooper, Slade Henson, Dawn Kegley, Dana Knutson, Georgia S. Stewart, and Sue Weinlein.
Advanced Dungeons & Dragons® 2nd Edition. Monstrous Manual™ Game Accessory. The updated Monstrous Manual™ for the AD&D® 2nd Edition Game. TSR,Inc. TSR Ltd. Based in Las Vegas, The Light Group is one of the country’s leading hospitality development and management companies. Founded by Andrew Sasson and partner, Andy. The Great Courses Privacy Policy Effective Date: July 15, 2014 Welcome to thegreatcourses.com (“The Great Courses”) Website (“Website”). The Great Courses. Chapter 2. Philosophy of Adventure Programming Chapter 3. History of Adventure Programming Chapter 4. Individual Behavior and Motivation Chapter 5. Group Development.
Many people have contributed to either the original first edition monster books or to the MONSTROUS COMPENDIUM™ appendices. The list that follows may not be complete, but we would like to thank the following people for their contributions to the monsters described in this book: the designers and editors, Rich Baker, Jay Battista, Wolfgang Baur, Tim Beach, Scott Bennie, Donald J. Bingle, Linda Bingle, Karen Boomgarden, Grant Boucher, Al Boyce, Mike Breault, Anne Brown, Tim Brown, Dr. Arthur W. Collins, Bill Connors, David "Zeb" Cook, Troy Denning, Dale Donovan, Newton Ewell, Nigel Findley, Steve Gilbert, Ed Greenwood, Jeff Grubb, Gary Gygax, Luke Gygax, Allen Hammack, Kris & Steve Hardinger, Andria Hayday, Bruce A. Heard, Slade Henson, Tracy Hickman, Harold Johnson, Rob King, Vera Jane Koffler, Heike Kubasch, Steve Kurtz, J. Paul La. Fountain, Lenard Lakofka, Jim Lowder, François Marcela- Froideval, David Martin, Colin Mc. Comb, Anne Mc. Cready, Blake Mobley, Kim Mohan, Roger E.
Effective Leadership in Adventure Programming, Second Edition, will help students understand the key elements of effective leadership in both theory and practice.
Moore, Chris Mortika, Bruce Nesmith, C. Terry Phillips, Jon Pickens, Brian Pitzer, Mike Price, Louis J.
Prosperi, Tom Prusa, Jean Rabe, Paul Reiche, Jim Sandt, Lawrence Schick, Rick Swan, Greg Swedburg, Teeuwynn, John Terra, Gary Thomas, Allen Varney, James M. Ward, Dori Watry, Skip Williams, and Steve Winter; the artists who helped define the monsters, Tom Baxa, Brom, Jeff Butler, Clyde Caldwell, Doug Chaffee, Tony Di. Terlizzi, Les Dorscheid, Jeff Easley, Larry Elmore, Fred Fields, Jim Holloway, Daniel Horne, Mark Nelson, Keith Parkinson, Harry Quinn, Robh Ruppel, Dave Simons, Dave Sutherland, D. A. Trampier, Valerie Valusek; and the people who put the books together and make them look good, Linda Bakk, Dee Barnett, Steve Beck, Peggy Cooper, Sarah Feggestad, Paul Hanchette, Angelika Lokotz, Gaye O'Keefe, Stephanie Tabat, and Tracey Zamagne; and anyone who has ever asked a question, offered constructive criticism, written an article, or offered an opinion about the monsters of the AD& D® game. Special thanks to Christopher M. Carter and Seth Goodkind for spotting errors. ADVANCED DUNGEONS & DRAGONS, AD& D, DRAGON, DRAGONLANCE, FIEND FOLIO, FORGOTTEN REALMS, GREYHAWK, RAVENLOFT, SPELLJAMMER, and WORLD OF GREYHAWK are registered trademarks owned by TSR, Inc.
AL- QADIM, DARK SUN, MONSTROUS COMPENDIUM, DUNGEON MASTER, DM, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR, Ltd.
Distributed to the toy and hobby trade by regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without the express written consent of TSR, Inc.
Copyright ©1. 99. TSR, Inc. All Rights Reserved. How To Use This Book. This hardcover Monstrous Manual was created in response to the many requests to gather monsters into a single, durable volume which would be convenient to carry.
With the DUNGEON MASTER™ Guide(DMG) and the Player's Handbook (PHB), the Monstrous Manual forms the core of the AD& D® 2nd Edition game. Every monster from the MONSTROUS COMPENDIUM® Volumes One and Two are contained within, as well as a few creatures from later volumes. The monsters in the Monstrous Manual have been revised, edited, and updated. Statistics for many of the creatures have been corrected, new information has been added to many of the entries, and many monsters have been reclassified. There are some new beasts, as well. In cases of conflicting information, the Monstrous Manual supersedes all previously published data. Certain entries have been greatly condensed from MONSTROUS COMPENDIUM entries, to make this book as complete as possible without increasing its size or price.
For instance, there is a full- page description of ravens in the MONSTROUS COMPENDIUM appendix for the GREYHAWK® campaign setting; in this book, ravens are given only a few lines in the "Bird" entry. This provides enough information to use the creatures for a short encounter, and it allows a page to be devoted to another adversary. To find a monster in this book, flip through the pages or look in the index, which contains listings for the common name(s) of every monster in the book, referenced to the correct page. All of the monsters described here are typical for their type. DMs should note that unusual variations are encouraged, but they are most effective when they depart from the expected. Likewise, entries describe typical lairs for creatures, from the dungeon complexes they inhabit to the tree houses they build; changing the look of these can make a monster encounter unique. Contents. This introduction describes how to interpret the monsters in this book. In addition, there are three small appendices in the back of the book. The first deals with making monsters.
The second covers monster summoning and includes tables for random determination of summoned creatures; to make random encounter charts for a campaign, the DM should refer to Chapter 1. DMG. The third appendix is concerned with creating NPC parties. Other Worlds. Several of the monsters in this book have been imported from specialized game worlds, such as the SPELLJAMMER® campaign setting, the FORGOTTEN REALMS® setting, or the DARK SUN® world. The monsters in this book may be used in any setting; if a campaign setting is noted, it simply describes where the monster was first encountered, or where it is the most common.
A particular monster still may not be encountered in a specific campaign world; this is up to the DM. For monsters from one of the specific worlds, the DM should consult the appropriate MONSTROUS COMPENDIUM appendices.
The Monsters. Each monster is described fully, with entries that describe behavior, combat modes, and so on. These are explained in the following text. CLIMATE/TERRAINdefines where the creature is most often found. Climates include arctic, sub- arctic, temperate, and tropical. Typical terrain includes plain/scrub, forest, rough/hill, mountain, swamp, and desert. In some cases, a range is given; for instance, "cold" implies arctic, sub- arctic, and colder temperate regions. FREQUENCYis the likelihood of encountering a creature in an area.
Chances can be adjusted for special areas. Very rare = 4% chance Rare = 1. Uncommon = 2. 0% chance Common = 6.
ORGANIZATION is the general social structure the monster adopts. Solitary" includes small family groups. ACTIVITY CYCLE is the time of day when the monster is most active. Those active at night can be active at any time in subterranean settings.
These are general guidelines and exceptions are fairly common. DIET shows what the creature usually eats. Carnivores eat meat, herbivores eat plants, and omnivores eat either. Scavengers primarily eat carrion. If a monster does not fit any of these categories, the substances it does eat are described in the entry or in the text. INTELLIGENCEis the equivalent of human "IQ." Certain monsters are instinctively cunning; these are noted in the monster descriptions. Ratings correspond roughly to the following Intelligence ability scores: 0 Nonintelligent or not ratable 1 Animal intelligence 2- 4 Semi- intelligent 5- 7 Low intelligence 8- 1.
Average (human) intelligence 1. Very intelligent 1. Highly intelligent 1. Exceptionally intelligent 1. Genius 1. 9- 2. 0 Supra- genius 2.
Godlike intelligence TREASURE refers to the treasure tables in the DUNGEON MASTER Guide. If individual treasure is indicated, each individual may carry it (or not, at the DM's discretion). Major treasures are usually found in the monster's lair; these are most often designed and placed by the DM.
Effective Leadership in Adventure Programming- 2nd Edition. Effective Leadership in Adventure Programming, Second Edition, will help students. Effective Leadership in Adventure Programming, Second Edition, explains how the key elements of leadership work in theory and practice, and it helps train the next generation of adventure leadersâtraining that is paramount to developing the field. Through this text, readers will enhance their understanding of this rapidly growing profession.
Renowned authors Simon Priest and Michael Gass provide in- depth descriptions and real- world applications of the technical, organizational, instructional, and facilitative skills that are essential to adventure leadership. The authors also identify what they call the metaskills that superior leaders use to combine the other essential skills seamlessly and effectively. The authors provide fully updated content and references, including new information on legal liability, risk management skills, and future research trends in adventure programming. They also do the following. Examine the historical and philosophical foundations of adventure programming. Provide safety and environmental guidelines that leaders should follow.
Describe the organizational, instructional, and facilitation skills that outdoor adventure leaders should possess. Identify the importance of flexible leadership style, problem- solving and decision- making skills, experience- based judgment, effective communication, and ethical behaviors. The first edition of this book set new levels of excellence in leadership in adventure programming. The second edition preserves the comprehensive and classic nature of the original while raising the standard for the field in the 2. The authorsâ skillful approach to integrating all aspects of effective outdoor adventure leadership makes this book an ideal text for adventure leadership and programming courses and an outstanding reference for practicing professionals. About the Author.
Simon Priest, Ph. D, is president and chief executive officer of virtual.
TEAMWORKS. com, which specializes in experiential learning on the Internet. He is also a retired full professor from Brock University in Canada and the executive director of the Corporate Adventure Training Institute, a research center of excellence.
He was an interim director of Canadian Tireâs corporate university. A member of the Association for Experiential Education (AEE) since 1. Dr. Priest`s contributions to the field of adventure programming have had an international impact. He has been a scholar in residence and has been awarded visiting fellowships in Australia, New Zealand, Canada, the United States, England, and several other European nations. He has studied and taught about outdoor leadership in more than 4.
Dr. Priest has researched and written extensively on the topic of adventure programming. He has authored or edited several books and book chapters, and his articles have appeared in publications such as the Journal of Adventure Education and Outdoor Leadership, the Journal of Experiential Education, Journal of Leisure Research, Leisure Sciences, Leisure Studies, and the Journal of Physical Education, Recreation and Dance. Dr. Priest received his doctorate in outdoor recreation from the University of Oregon in 1. Michael Gass, Ph. D, is a full professor and chair of the department of kinesiology and member of the award- winning outdoor education program at the University of New Hampshire (UNH). This accredited program is recognized as one of the best undergraduate and graduate training programs in the world, and its students are some of the finest emerging professionals in the field of adventure programming. Dr. Gass has helped to produce numerous pivotal books for the field, including Book of Metaphors: Volume II, Adventure Therapy: Therapeutic Applications of Adventure Programming, and Program Accreditation Standards for Adventure Programs with Jed Williamson.
He has conducted numerous international workshops and trainings, and his writing has appeared in professional journals around the world. He currently directs several evidence- based research projects for the American Youth Foundation and Project Adventure to validate and promote best practices in the field of adventure programming. Dr. Gass served as president of the Association for Experiential Education (AEE) in 1. AEEâs Therapeutic Adventure Professional Group in 1.
He also was the chair of the American Alliance for Health, Physical Education, Recreation and Danceâs Council for Outdoor Education in 1. Currently he is the editor of the Journal for Therapeutic Schools and Programs and serves on the review board for the Journal of Experiential Education. He also served for 1. AEEâs Program Accreditation Council. Dr. Gass received his Ph. D in experiential education from the University of Colorado at Boulder and completed postdoctoral studies in marriage and family therapy. When not with his family, he can be found climbing or wilderness running.
Table of Contents. Chapter 1. Introduction to Effective Outdoor Leadership. Part I. Foundations of Adventure Programming. Chapter 2. Philosophy of Adventure Programming. Chapter 3. History of Adventure Programming. Chapter 4. Individual Behavior and Motivation.
Chapter 5. Group Development and Dynamics Part II. Practical and Organizational Skills for Outdoor Leaders. Chapter 6. Technical Skills. Chapter 7. Safety and Risk Management Skills.
Chapter 8. Environmental Skills. Chapter 9. Trip Planning.
Chapter 1. 0. Legal Liability Part III. Instruction in Adventure Programming. Chapter 1. 1. Experiential Education.
Chapter 1. 2. Instructional Methods. Chapter 1. 3. Teaching Models Part IV. Facilitation in Adventure Programming. Chapter 1. 4. The Process of Facilitation. Chapter 1. 5. Basic Facilitation Techniques Chapter 1. Advanced Facilitation Techniques Chapter 1.
Facilitation Roles Part V. Metaskills for Outdoor Leaders Chapter 1. Flexible Leadership Style Chapter 1. Effective Communication Chapter 2.
Experience- Based Judgment Chapter 2. Problem Solving Chapter 2. Decision Making Chapter 2. Professional Ethics Chapter 2. Trends and Issues Author Index Subject Index About the Authors. Audiences. Undergraduate text for recreation, adventure, outdoor education, and physical education courses.
Resource for college faculty members in physical education and recreation who are involved in developing adventure programs in colleges and public schools. Reference for adventure professionals in recreation, education, and therapy.